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Unreal Engine 4.x Scripting with C++ Cookbook - Second Edition
book

Unreal Engine 4.x Scripting with C++ Cookbook - Second Edition

by John P. Doran, William Sherif, Stephen Whittle
March 2019
Intermediate to advanced
708 pages
17h 9m
English
Packt Publishing
Content preview from Unreal Engine 4.x Scripting with C++ Cookbook - Second Edition

How it works...

We declare a UPROPERTY to store our spawned Actor instance, and a custom function so that we can call Destroy() on a timer:

UPROPERTY() 
AMyFirstActor* SpawnedActor; UFUNCTION() 
void DestroyActorFunction(); 

In BeginPlay, we assign the spawned Actor to our new UPROPERTY:

SpawnedActor = GetWorld()->SpawnActor<AMyFirstActor>  (AMyFirstActor::StaticClass(), SpawnLocation);

We then declare a TimerHandle object and pass it to GetWorldTimerManager::SetTimer. SetTimer calls DestroyActorFunction on the object that was pointed to by this pointer after 10 seconds. SetTimer returns an object a handle to allow us to cancel the timer if necessary. The SetTimer function takes the TimerHandle object in as a reference parameter, and so ...

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Publisher Resources

ISBN: 9781789809503