如果你创建一个基于UBlueprintFunctionLibrary的类,你可以添加静态BlueprintCallable函数。所以我们也可以保留我们原来的Pawn和Weapon蓝图类,并在需要时将单个函数重构为C++(在蓝图函数库中) 我们将射线检测代码放入蓝图函数库中,示例如下 WeaponStatics.h: #pragma once #include "CoreMinimal.h" #include "Kismet/Blue...
public: UFUNCTION(BlueprintCallable) static void PrintSumFromLib(float a, float b); 然后,在其源文件中包含头文件“OrfeasMathLibrary.h”(或确保与 lib 文件中的 C++ 类的名称匹配)。 然后,输入 PrintSumFromLib 函数的以下实现: void UOrfeasBlueprintFunctionLibrary::PrintSumFromLib(float a, float b...
11BluePrint Function Library (蓝图函数库) 用于封装一系列的函数,可以用来封装一些公用的函数,类似于一个工具类。蓝图函数库里面的函数是全局可见的,意思就是在其他蓝图类中可以直接调用里面的函数。 12BluePrint Interface (蓝图接口) 一个蓝图接口是一个或多个Function的集合,只有函数声明没有具体实现,可以被添加...
Blueprint Function Library BPFL_ Blueprint Interface BPI_ Blueprint Macro Library BPML_ Do not use macro libraries if possible. Enumeration E No underscore. Structure F or S No underscore. Tutorial Blueprint TBP_ Widget Blueprint WBP_ 1.2...
This is an Unreal Engine 4 Plugin that you can operator Git Repository. Support C++ and Blueprint. How do use? Wrapper Interface: UCLASS() class GITSOURCECONTROLEX_API UFlibSourceControlHelper : public UBlueprintFunctionLibrary {GENERATED_BODY()public:UFUNCTION(BlueprintCallable, BlueprintPure, ...
voidUMyBlueprintFunctionLibrary::SetWorldRotationQuat(AActor*Actor,constFQuat&Target_Rotation){if(Actor){Actor->SetActorRotation(Target_Rotation);}}voidUMyBlueprintFunctionLibrary::SetRelativeRotationQuat(AActor*Actor,constFQuat&Target_Rotation){if(Actor){Actor->SetActorRelativeRotation(Target_Rotation);...
()classDLL_APIAMyTestDll:publicAActor{GENERATED_BODY()public:// Sets default values for this actor's propertiesAMyTestDll();protected:// Called when the game starts or when spawnedvirtualvoidBeginPlay()override;public:// Called every framevirtualvoidTick(floatDeltaTime)override;UFUNCTION(Blueprint...
UE4.UKismetSystemLibrary.PrintString(self,"HelloWorld") 1. 参数与C++调用的相匹配(具有默认参数的同样可以不写): UKismetSystemLibrary::PrintString(this,TEXT("Hello")) 1. 覆写多返回值的函数 蓝图 覆写的lua代码: function LoadingMap_C:GetName(InString) ...
ActorHasBegunPlay=EActorBeginPlayState::HasNotBegunPlay;//Dispatch the blueprint eventsReceiveEndPlay(EndPlayReason); OnEndPlay.Broadcast(this, EndPlayReason); TInlineComponentArray<UActorComponent*>Components; GetComponents(Components);for(UActorComponent*Component : Components) ...
NodesString="Begin Object Class=/Script/BlueprintGraph.K2Node_Tunnel Name=\"K2Node_Tunnel_0\" ExportPath=\"/Script/BlueprintGraph.K2Node_Tunnel\'/Game/AdvancedTopDownTemplate/Blueprints/CharacterBP/BP_Character.BP_Character:Gamepad D-pad.K2Node_Tunnel_0\'\"\r\n bCanHaveOutputs=True\r\n ...