ue uobject类型 控制析构
英文版
UE UObject Type: Controlling the Destructor
In the Unreal Engine (UE) framework, UObject is a fundamental class that serves as the foundation for all objects in the game world. These objects range from simple data containers to complex entities like characters and gameplay components. Managing the lifecycle of these UObjects is crucial to ensure smooth operation and efficient memory management. One such aspect is controlling the destructor, which is responsible for cleaning up resources allocated by an object before it is destroyed.
In C++, the destructor is a special member function that is automatically called when an object goes out of scope or is explicitly deleted. For UObjects, the destructor serves a dual purpose: it not only frees the memory associated with the object but also performs any necessary cleanup tasks, such as unregistering the object from the engine's internal tracking systems.
Controlling the destructor in UE is not as straightforward as it might seem. Since UObjects are managed by the engine's garbage collector, direct deletion is not possible. Instead, you need to mark the object for deletion by calling its MarkAsPendingKill() method. This informs the garbage collector that the object should be destroyed at the end of the current frame.
Here's an example of how you might control the destructor for a custom UObject:
    cppCopy class MyCustomUObject : public UObject析构方法
{
    GENERATED_BODY()
public:
    void CleanupAndDelete()
    {
        // Perform any necessary cleanup tasks
        // Mark the object for deletion
        MarkAsPendingKill();
    }
};
          class MyCustomUObject : public UObject
{
    GENERATED_BODY()
public:
    void CleanupAndDelete()
    {
        // Perform any necessary cleanup tasks
        // Mark the object for deletion
        MarkAsPendingKill();
    }
};
In this example, the CleanupAndDelete() method performs any required cleanup before marking the object for deletion. This allows you to control the exact moment when the destructor is invoked and ensures that resources are freed properly.
It's important to note that while controlling the destructor can be useful in certain scenarios, it should be done cautiously. Improper management can lead to memory leaks, crashes, or other issues that can affect the stability and performance of your game.
中文版
UE UObject类型:控制析构函数
在不真实引擎(UE)框架中,UObject是一个基础类,作为游戏世界中所有对象的基石。这些对象从简单的数据容器到复杂的实体,如角和游戏组件,范围广泛。管理这些UObject的生命周期至关重要,以确保顺畅的操作和高效的内存管理。其中一个方面是控制析构函数,它负责在对象被销毁之前清理对象分配的资源。
在C++中,析构函数是一个特殊的成员函数,当对象超出范围或被显式删除时,它会自动被调用。对于UObjects,析构函数有两个目的:它不仅释放与对象相关的内存,还执行任何必要的清理任务,例如从引擎的内部跟踪系统中注销对象。

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