Custom Errors in UnrealScript
Custom errors can be implemented in UnrealScript by creating a new class that extends the Object
class and implementing a custom ToString()
function. Here’s an example that demonstrates this concept:
This ArgError
class serves as our custom error type. The ToString()
function is similar to the Error()
method in other languages, providing a string representation of the error.
Now, let’s create a function that might return this custom error:
In UnrealScript, we don’t have a built-in error handling mechanism like try-catch blocks. Instead, we use boolean return values to indicate success or failure, and output parameters to return error messages.
Here’s how we might use this in a main function:
In this example, we call the function F
with the argument 42. If an error occurs (which it will in this case), the function returns false
and populates the ErrorMsg
string with our custom error message.
To run this code, you would typically include it in an actor or gameinfo class and call ExecuteMain()
from an appropriate event like PostBeginPlay()
.
While UnrealScript doesn’t have an exact equivalent to Go’s errors.As()
, this approach allows us to create and handle custom error types in a way that’s idiomatic to UnrealScript and the Unreal Engine environment.