InstanceEditable = true 可在蓝图实例中编辑 ExposeOnSpawn = true 在spawn时可以暴露出来(要加BlueprintReadWrite) AllowPrivateAccess = true 蓝图中可访问,而cpp中可为private 四.Actor和Object AActor 可挂载组件 //创建Actor AMyActor* MyActor = GetWorld()->SpawnActor<AMyActor>(FVector(0, 0, 0, )...
12.ExposeOnSpawn生成时公开 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Interaction", meta=(ExposeOnSpawn = true )) int32 PointerIndex; 用在meta里面 13.CallInEditor编辑器内调用 14.ReturnDisplayName返回值重命名 用在函数的meta里面
20.可编辑变量(Editable Variable) 21.在生成时公开(Expose On Spawn) 三.数组(Array) 22.什么是数组 23.创建数组(Creating an Array) 24.获取(Get) 25.查找项目(Find Item) 26.长度(Length) 27.最后一个索引(Last Index) 28.包含(Conains Item) 29.插入(Insert Item) 30.删除(Remove Item) 31.清除(...
6.初始化组件:同上 7.OnActorSpawned 在 UWorld 上播放 8.BeginPlay - 关卡开始后调用 d.延迟生成,将任意属性设为“Expose on Spawn”即可延迟 Actor 的生成。 创建流程:1.SpawnActorDeferred - 生成程序化 Actor,在蓝图构建脚本之前进行额外设置 2.PostSpawnInitialize 3.PostActorCreated 构建函数类行为在此发生。
10 - 添加3D控件_V4.7_(10 - Adding 3D Widgets _v4.7_) 04分 42秒 4K 下载 11 - 产卵暴露_V4.7_(11 - Expose On Spawn _v4.7_) 05分 25秒 4K 下载 12 - 随机流_V4.7_(12 - Random Streams _v4.7_) 05分 51秒 4K 下载 下载素材 供稿...
Conversely, all variables that are not safe to change or should not be exposed to designers should not be marked as editable, unless for engineering reasons the variable must be marked as Expose On Spawn.Do not arbitrarily mark variables as Editable....
/** Pawn responsible for damage and other gameplay events caused by this actor. */UPROPERTY(BlueprintReadWrite, ReplicatedUsing=OnRep_Instigator, meta=(ExposeOnSpawn=true, AllowPrivateAccess=true), Category=Actor)classAPawn*Instigator;/** Returns the instigator for this actor, or nullptr if there...
#510by@charlesmchen-signal: Expose DatabaseRegion(table:) initializer #515by@alextrob: Add "LIMIT 1" tofetchOnerequests #517: Support for SQLCipher 4 #525: Eager Loading of HasMany associations Fixed #511by@charlesmchen-signal: Fix DatabasePool.setupMemoryManagement() ...
SpawnActor。 PostSpawnInitialize。 PostActorCreated。 ExecuteConstruction。 OnConstruction。 PostActorConstruction。 PreInitializeComponents。 InitializeComponent。 PostInitializeComponents。 UWorld OnActorSpawned。 BeginPlay。 4、Deferred Spawning 将任意属性设为"Expose on Spawn"即可延迟 Actor 的...
目标一:直接调用没有入参的函数 voidCallFunctionByNameNoParam(UObject*inObj,constFStringinName){UClass*TempClass=inObj->GetClass();UFunction*TempFunc=TempClass->FindFunctionByName(*inName);inObj->ProcessEvent(TempFunc,NULL);} 目标二:通过函数名+Json字符串,调用带参函数 ...