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Slayemin (Slayemin) October 14, 2015, 7:37pm 3. A pointer is a variable which “points” to an address in computer memory. This is a ‘reference’ to an object of some type. At the hardware level, everything is stored in memory within blocks. Each variable has a memory address. For example, if you create an integer, like so:
Smart Pointers are only twice the size of a C++ pointer in 64-bit (plus a shared 16-byte reference controller). The exception to this is Unique Pointers, which are the same size as C++ pointers. Rumbleball (Rumbleball) January 11, 2021, 3:00pm 5. In C++ you need to manage the objects on the heap manually.
You used this: AttackManager->SetCurrentPlayerAttacking (playerAttacking); Just trying to make sure you’re really accessing the same AttackManager instance with the getter method, as you do with the setter. Because I see no other way how the pointer could be null. LeTenebrae (LeTenebrae) May 26, 2021, 3:11pm 8.
Hi, I’m having trouble with pointers (I think) when iterating over a TArray and trying to grab the results. I have a main actor with an overlapping sphere collider that detects other actors within it’s radius. It puts these overlapping actors into an array (a TArray). Then I iterate over the array to try to find the closest actor for the “main actor” to pick-up, via distance. The ...
The basic structure that I’m working on: A - There’s a C++ ‘MyController’ class. It also includes an Array of custom MyStructs. B - Then there’s a C++ MyInterface which I use to provide functionality to interact with the MyController class. C - I create a MyBlueprint based on MyActor which includes MyInterface.
In my opinion, you should focus on using pointers the way you used them in the Example 2. Example 1 looks very much like your typical C++ pointer example, but in practice you really shouldn’t be messing around with object attributes directly. “->AddMoney(100)” is much better than “Money = *Money + 100” (or whatever combinaison of stars does the trick).
CJ31387 (CJ31387) November 22, 2014, 10:15am 1. I’m new to C++ and don’t fully understand pointers. When should they be used and when should they not be used in unreal? So far I’m into some random habit of using a pointer for any unreal class and not using a pointer for standard types like int or float. I’m pretty much doing that for no ...
References VS Pointers | Introduction to C++ | Unreal 5.3 C++. General. Tutorial & Course Discussions ...
You don’t need to delete pointers to primitive type either unless you used the “new” operator. that’s true Agin, but i guess there is no sense to use primitive type pointers without allocating Dynamic memory for them…. Of course pointers to primitive types are useful even if you don’t dynamically allocate memory. Hi…. As you know ...
C++ pointers are low-level memory addresses that can be used to directly reference and manipulate memory. Pointers can be used to efficiently allocate and deallocate memory dynamically, and they are also used to implement complex data structures like linked lists and trees.