C++ in Unreal
Unreal-specific C++ patterns: macros, delegates, TArray/TMap, smart pointers, naming conventions.
This section covers the layer Unreal adds on top of C++:
- macros that generate reflection metadata,
- containers instead of the STL,
- delegates,
- smart pointers and references to garbage-collected objects,
- naming conventions, and more.
What Unreal changes
- Reflection macros β
UCLASS,USTRUCT,UENUM,UPROPERTY,UFUNCTION. - Containers β
TArray,TMap,TSetinstead ofstd::vectororstd::unordered_map. - Delegates β single-cast, multicast, dynamic.
- Naming conventions β the
F,U,A,E,Tprefixes signal how the engine treats a given type.
What is not here
No general C++ unrelated to Unreal: design patterns, metaprogramming, or optimizations.
I’m only interested in what changes when you write C++ in Unreal.
No entries match the active filters.