Recover in UnrealScript
In UnrealScript, there isn’t a direct equivalent to Go’s panic and recover mechanism. However, we can simulate similar behavior using exception handling. Here’s an example that demonstrates a concept similar to recover:
In this UnrealScript example, we’re using exception handling to simulate the behavior of Go’s recover
function. Here’s how it works:
We define a
MayThrowException
function that always throws an exception. This is similar to themayPanic
function in the Go example.In the
ExampleMain
function, we use a try-catch block. This is conceptually similar to usingdefer
andrecover
in Go.We call
MayThrowException
inside the try block. If an exception is thrown, it will be caught by the catch block.The catch block is where we “recover” from the exception. We log a message similar to the Go example, including the error message from the exception.
Any code after
MayThrowException()
inside the try block won’t be executed if an exception is thrown, similar to how the code aftermayPanic()
in the Go example doesn’t run.
To use this in an UnrealScript project, you would typically call ExampleMain
from another part of your code, such as a game mode or controller.
Note that while this achieves a similar result to the Go example, the underlying mechanism is quite different. UnrealScript uses traditional exception handling, while Go’s panic and recover system is unique to Go. The concepts of throwing and catching exceptions in UnrealScript are more similar to exception handling in languages like Java or C++.