UE_LOG(LogTemp, Warning, TEXT("StaticDefaultObject int: %d"), staticDefaultInt); GetClass()->GetClass()->GetClass() 最后来点丧心病狂的东西。上面我画了一张类图,UClass也是UObject的子类。 一个UObject实例可以调用GetClass()来获得它的UClass,那么对UClass调用GetClass()会出现什么结果呢?在MyActor...
else{Class=GeneratorCSharpGeneratedClass(Outer,ClassName,ParentClass);Class->ClassFlags|=ParentClass->ClassFlags&CLASS_Native;}}GeneratorProperty(InMonoClass,Class);GeneratorFunction(InMonoClass,Class);EndGenerator(Class);(void)Class->GetDefaultObject();#if WITH_EDITORif(bReInstance==true){ReInstance(...
for actor in assets: 1. 2. 但是可以修改bp的默认值,如下所示: 我们需要调用unreal.get_default_object来获取CDO(Class Default Object),然后使用set_editor_property来完成功能; bp_class = unreal.load_class(None, '/Game/NewBlueprint.NewBlueprint_C') cdo = unreal.get_default_object(bp_class) cdo...
静态组件是Actor创建时候就会生成的组件,无论是否进行组件同步,都会创建这个组件。服务器也不会通知客户端创建这类组件,客户端创建Actor的时候就会直接生成,一般这种组件是在C++构造函数Constructor或者作为默认的子物体DefaultSubObject在蓝图里创建。一般只有这类组件的属性发生变化,才需要进行服务器和客户端之间的同步。 b...
}// Helper function for using CUDA to add vectors in parallel.cudaError_t addWithCuda(int* c,constint* a,constint* b,unsignedintsize, std::string* error_message) {int* dev_a =0;int* dev_b =0;int* dev_c =0; cudaError_t cuda_status;// Choose which GPU to run on, change th...
UCaptureRenderTarget*CaptureRTT = NewObject<UCaptureRenderTarget>(GWorld); CaptureRTT->AddToRoot(); CaptureRTT->OnCaptureCompleted().AddLambda([&](UCaptureRenderTarget *c) { FString SavePath= TEXT(""); c->SaveToDisk(SavePath); c->RemoveFromRoot(); ...
UObject是UE中所有对象的基类,它提供了一个统一的对象模型,并包含了一些通用属性和方法。每个UObject都具有唯一的标识符(Object ID),并可以通过该标识符进行引用和查找。 2.2 UObject的特性 •内存管理:UObject使用引用计数来管理内存。当没有任何引用指向一个UObject时,它将被自动销毁。 •蓝图可编辑性:UObjec...
ShouldConvertStaticMethods()If this method returns true (default) the static methods of a class are converted to normal methods. Static methods are only syntactic sugar from the engine. They are normal methods but called with the default object of a class. From the user point of view they ar...
UTextBlock*经纬度文本 = CreateDefaultSubobject<UTextBlock>(TEXT("经纬度文本")); 经纬度文本->SetText("经度:0,纬度:0"); // 获取当前位置的经纬度数据 FVector2D currentLocation; if (GEngine) { GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, "获取经纬度中..."); currentLocation...
// 1. 获取类名称 UE_LOG(LogTemp, Warning, TEXT("---GetClassNmae---")); UStudent* Student = NewObject<UStudent>(); UClass* StudentClass = Student->GetClass(); FName ClassName = StudentClass->GetFName(); UE_LOG(LogTemp, Warning, TEXT("Student's class Name is %s"), *ClassName...