// 以Player.Attack.MeleeHit标签为例子// 创建一个FGameplayTagContainer并将这个标签通过AddTag方式插入// 此时GameplayTags数组中有一个Player.Attack.MeleeHit// 而ParentTags数组中为Player, Player.Attack// 在GameplayTags 或 ParentTags中找到即为trueboolHasTag(constFGameplayTag&TagToCheck)const;// 在Gamep...
在代码中使用GameplayTags通常是填字符串既不优雅也不便维护,直接在代码中声明GameplayTag才是正解 //比如我们可与在一个插件的某个模块中声明//.h文件XXXXXXXXXX_APIUE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Cheat_GodMode)//.cpp文件UE_DEFINE_GAMEPLAY_TAG_COMMENT(TAG_Cheat_GodMode,"Cheat.GodMode","GodMode ...
4. 用蓝图写了个 EditorBlueprintUtility 检查 GameplayTagDataTable 里有没有重复的 GameplayTag 并且生成类似这样的代码: #ifndef UI_XXX_XXX/*** GameplayTagTableRow DevComment*/#define UI_XXX_XXX FGameplayTag::RequestGameplayTag(FName("UI.XXX.XXX"))#endif ...
1//AbilityCharacterBase.cpp2//以下两函数为新增的34//为 Character 添加技能5FGameplayAbilitySpecHandle AAbilityCharacterBase::AddAbilityOwn(TSubclassOf<UAbilityOwned>AbilityClass)6{7if(!AbilitySystemComponent)8returnFGameplayAbilitySpecHandle();910//Add Ability11FGameplayAbilitySpec Spec(AbilityClass,1, ...
先简略说一下:GAS是特定用于游戏里的技能系统的,GF是更通用的实现动态加载卸载游戏功能的。GF可以实现...
不重复的枚举数组这一点和FGameplayTag感觉有点类似,后者更灵活也更庞大。 本次,我们以怪物的弱点属性为例,一个怪物的弱点属性可以有一个,可以有多个,甚至可以是在游戏中发生改变的。 (1)C++中位掩码枚举的定义 UENUM(BlueprintType,Meta=(Bitflags,UseEnumValuesAsMaskValuesInEditor="true"))enumEMyElementType...
#define ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \ GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \ GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \ GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \ GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName) ...
Game designers can define and tweak pickups in this folder however they please, but they should not touch Core/Pickups as they may unintentionally break pickups project-wide.2.6 Do Not Create Folders Called Assets or AssetTypes2.6.1 Creating a folder named Assets is redundantAll assets are ...
在使用自定义 Log 分类的时候,可以将DEFINE_LOG_CATEGORY_STATIC(LogMyCategory, Warning, All);宏放在需要输出 Log 的源文件顶部,为了方便使用,可以将它放在 PCH 文件中,或模块的头文件里(原则上是将 Log 分类定义放在被多数源文件 include 的文件里) ...