The GENERATED_BODY() macro allows the class to build without having a constructor defined. If you need a constructor, you can change that macro to the more familiar GENERATED_UCLASS_BODY(). If you do, you must provide a constructor for the class or you will not be able to build the ...
插入 更新 添加 移除 复制 重置 。 UCLASS(Abstract, MinimalAPI) class USplineMetadata : public UObject { GENERATED_UCLASS_BODY() public: /** Insert point before index, lerpingbetween previous and next key values */ ENGINE_API virtual void InsertPoint(int32 Index, float t, bool bClosedLoop) ...
在分析generated.h之前需要先来说一下GENERATED_BODY与GENERATED_UCLASS_BODY宏。根据本节开头列出的 UE 所支持的一系列GENERATED_宏,单纯从宏展开的角度看,GENERATED_BODY与GENERATED_UCLASS_BODY的区别就是: 1 2 3 4 # GENERATED_BODY最终生成了这样的一串字符: {CURRENT_FILE_ID}_{__LINE__}_GENERATED_BODY ...
GENERATED_BODY:不包含任何访问标识符,class 默认是 private;struct 默认是 public. 声明并定义了一个接收 const FObjectInitializer& 的构造函数。GENERATED_UCLASS_BODY:包含public 访问标识符 具有一个构造函数的声明,其参数为 const FObjectInieializer&,需要在代码中提供一个定义。123456789101112...
首先使用 GENERATED_UCLASS_BODY() 然後在cpp實作建構式 這是將預設的subobject移除的建構式 AFightCharacter::AFightCharacter(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer.DoNotCreateDefaultSubobject(ACharacter::MeshComponentName)) ...
UCLASS(BlueprintType, Blueprintable) class AURA_API UAttributeMenuWidgetController : public UMyWidgetController { GENERATED_BODY() public: virtual void BindCallbacksToDependencies() override; virtual void BroadcastInitialValues() override; UPROPERTY(BlueprintAssignable, Category="GAS|Attributes")//设置Blue...
*/UCLASS()classAGravityController:publicAPlayerController {GENERATED_BODY()public:virtualvoidUpdateRotation(floatDeltaTime)override;// Converts a rotation from world space to gravity relative space.UFUNCTION(BlueprintPure)staticFRotatorGetGravityRelativeRotation(FRotator Rotation, FVector GravityDirection);// ...
UCLASS()classAMyActor:public AActor { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Damage") int32 TotalDamage; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Damage")floatDamageTimeInSeconds; UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Transient, Category="Dam...
UCLASS(BlueprintType, Blueprintable) class RPG_API USpellMenuWidgetController : public URPGWidgetController { GENERATED_BODY() public: virtual void BindCallbacksToDependencies() override; virtual void BroadcastInitialValues() override; }; 1.
};/***/UCLASS() class UEINTERVIEWDEMO_API UWeaponInfo : public UDataAsset {GENERATED_BODY()public:UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category ="WeaponInformation") TArray<FGunData> WeaponInfo; FGunDataFindInfoForID(int32 ID); }...