Templates in C++
Contents
Overview
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In C++, template classes and functions are a powerful and versatile tool but can be a bit daunting to understand at first. For short functions and classes, using FORCEINLINE can be a great optimization. Look up "c++ inline functions" for a deeper insight on the topic.
The basic pattern is as follows:
template <typename YourTemplateType>
FORCEINLINE void YourFunction()
{
// function body
}
typename may also be replaced with class depending on your use of the templated function.
Example: Spawn Actor From Blueprint
I wrote a templated SpawnBP function to simplify and streamline the process of spawning actors from a blueprint!
template <typename VictoryObjType>
static FORCEINLINE VictoryObjType* SpawnBP(
UWorld* TheWorld,
UClass* TheBP,
const FVector& Loc,
const FRotator& Rot,
const bool bNoCollisionFail = true,
AActor* Owner = NULL,
APawn* Instigator = NULL
) {
if(!TheWorld) return NULL;
if(!TheBP) return NULL;
FActorSpawnParameters SpawnInfo;
SpawnInfo.bNoCollisionFail = bNoCollisionFail;
SpawnInfo.Owner = Owner;
SpawnInfo.Instigator = Instigator;
SpawnInfo.bDeferConstruction = false;
return TheWorld->SpawnActor<VictoryObjType>(TheBP, Loc, Rot, SpawnInfo);
}
Notice it is possible to return a pointer of the template type!
Calling SpawnBP Function
From a Static Library, in an actor class (for use of GetWorld()). SpawnLoc and SpawnRot are calculated by you based on your needs.
AActorBaseClass* NewActor = UFunctionLibrary::SpawnBP<AActorBaseClass>(GetWorld(), TheActorBluePrint, SpawnLoc, SpawnRot);
From an instanced Actor class:
AActorBaseClass* NewActor = SpawnBP<AActorBaseClass>(GetWorld(), TheActorBluePrint, SpawnLoc, SpawnRot);
In-Engine Example: Min/Max of Array
In Unreal Engine Version 4.3, Epic accepted my github pull request functions to determine the minimum / maximum values of an array.
Full code samples can be found here
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