Unreal Engine provides an extensive set of debugging tools, including assertions that help developers catch issues early during development. While many are familiar with check()
and ensure()
, there are several lesser-known assertions that serve unique purposes. This article will dive into four such asserts: checkNoEntry()
, checkNoReentry()
, checkNoRecursion()
, and unimplemented()
. Understanding their use cases can improve code clarity, stability, and maintainability.
1. checkNoEntry()
Purpose: Halts execution if the line is ever hit.
Use Case: This is a specialized version of check(false)
intended for marking code paths that should never be executed.
void ProcessInput(int Input)
{
switch (Input)
{
case 1:
DoSomething();
break;
case 2:
DoSomethingElse();
break;
default:
checkNoEntry(); // Ensure no unexpected inputs
}
}
Why Use It?checkNoEntry()
signals explicitly that the code path is unreachable, making it easier to understand intent and catch logic errors early.
2. checkNoReentry()
Purpose: Halts execution if the line is hit more than once.
Use Case: Detects unintended re-entry into a code block, which can happen with multithreading or improper flow control.
void PerformCriticalOperation()
{
checkNoReentry(); // Ensure this function is not re-entered
// Perform operation
}
Why Use It?
This assert is invaluable for debugging multithreaded code or ensuring that functions critical to state integrity are not called recursively.
3. checkNoRecursion()
Purpose: Halts execution if the line is hit more than once without leaving the current scope.
Use Case: Prevents unintended recursion, especially in complex algorithms or event-driven code.
void UpdateGraph(GraphNode* Node)
{
checkNoRecursion(); // Ensure no recursive calls
for (auto* Neighbor : Node->Neighbors)
{
UpdateGraph(Neighbor); // Recursive operation
}
}
Why Use It?
Recursion can lead to stack overflows if not carefully managed. This assert helps developers catch such issues during testing.
4. unimplemented()
Purpose: Halts execution if the line is hit.
Use Case: Marks virtual functions that must be overridden by derived classes.
class BaseCharacter
{
public:
virtual void PerformAction()
{
unimplemented(); // This function must be overridden
}
};
Why Use It?
Using unimplemented()
explicitly communicates that the base implementation should never be called, reducing ambiguity and enforcing proper usage of virtual functions.