Signals in UnrealScript
Here’s an idiomatic UnrealScript example demonstrating signal handling:
This UnrealScript example demonstrates a concept similar to signal handling in other languages. Since UnrealScript doesn’t have direct access to operating system signals, we simulate them using key presses within the Unreal Engine environment.
Here’s a breakdown of the code:
We define a
SignalHandler
class that extendsObject
.The
Initialize
function registers input keys to simulate signals. In this case, we use the Escape key to simulate SIGINT and the Q key to simulate SIGTERM.OnEscapePressed
andOnQuitPressed
functions are called when the respective keys are pressed. They log a message and callHandleSignal
.The
HandleSignal
function sets a flagbShouldExit
to true, indicating that the game should prepare to exit.The
Tick
function, which is called every frame, checks ifbShouldExit
is true. If so, it logs an “Exiting…” message and usesConsoleCommand("exit")
to quit the game.In
defaultproperties
, we initializebShouldExit
to false.
To use this in an Unreal Engine game:
- Create a new UnrealScript file named
SignalHandler.uc
in your game’s Classes directory. - Paste the above code into the file.
- Compile your game’s scripts.
- In your game’s main GameInfo or GameMode class, create an instance of SignalHandler and call its Initialize function when the game starts.
This example demonstrates how to handle “signals” (simulated by key presses) in UnrealScript, allowing for graceful shutdown of the game when certain keys are pressed. It’s important to note that this is a simulation of signal handling within the context of an Unreal Engine game, as UnrealScript doesn’t have direct access to operating system signals.