In UnrealScript, error handling is typically done through return values or by throwing exceptions. While UnrealScript doesn’t have a built-in error type like Go, we can create our own error handling mechanism. Here’s an example of how we might implement error handling in UnrealScript:
In this UnrealScript example, we’ve created a custom CustomError class to represent errors. The F and MakeTea functions return a boolean indicating success or failure, and use an out parameter to return any error.
We’ve also created sentinel errors ErrOutOfTea and ErrPower, similar to the Go example. However, UnrealScript doesn’t have built-in error wrapping or checking mechanisms like errors.Is, so we’ve simplified the error handling.
To use this code, you would typically call the Init function when the game starts or when you want to run the example. The output would be logged to the Unreal Engine log.
This approach to error handling in UnrealScript is more verbose than in Go, but it achieves a similar result of explicitly handling and checking for specific error conditions.