#unreal
C++ best practices §
- Don’t bind delegates in the constructor. Bind them in BeginPlay.
- Use
PostInitializeComponents
for non-BeginPlay logic which needs to run in game only. This function is called before BeginPlay.
- You can also use
OnConstruction
which is similar to Blueprint’s Construction Script, but this will run both ingame and during editing.
- If you need to run logic on actor destruction, overriding
EndPlay
seems preferable to Destroyed
. End Play only runs for game, while Destroyed runs in editor.
Miscelaneous §
IsTemplate()
returns true for CDOs