所以建议是下面这种方式写: // 仅在蓝图和编辑器中可见,不可编辑UPROPERTY(VisibleAnywhere,BlueprintReadOnly,Category="General")FStringTEST_ReadOnlyString2;
//制作引擎使用的属性 UPROPERTY() class UPaperFlipbook* RedBird; UPROPERTY(EditAnywhere,Category="SelfProprety|Number") //可读可写标记 int32 Number;//在细节面板中可以被编辑,同时也能被访问 UPROPERTY(VisibleAnywhere) //只读标记 int32 Age;//在细节面板中可以被访问,但是不能被编辑 UPROPERTY(Blueprint...
Category="BaseAttributeSet") FGameplayAttributeData MP; ATTRIBUTE_ACCESSORS(UBaseAttributeSet,MP); UPROPERTY(EditAnyWhere,BlueprIntReadWrite,Category="BaseAttributeSet") FGameplayAttributeData MaxMP; ATTRIBUTE_ACCESSORS(UBaseAttributeSet,MaxMP); UPROPERTY(EditAnyWhere,BlueprIntReadWrite,Category="Base...
UPROPERTY(meta=(MakeEditWidget)):生成编辑器中的标注小工具,用于描述相对位置,提高效率。UPROPERTY(meta=(DeprecatedProperty)):标记废弃属性,帮助开发者识别并替换。UPROPERTY(meta=(BindWidget))/UPROPERTY(meta=(BindWidgetOptional))UPROPERTY(meta=(BindWidgetAnim)) UPROPERTY(meta=(BindWidgetAnimOp...
UPROPERTY(...) UE类的属性宏 通过Unreal Header Tool来解析 只有通过 UCLASS 宏声明的类才能使用 UPROPERTY 宏 只有UCLASS 宏声明的类才能使用 UPROPERTY 宏 EditAnywhere:可以在编辑器中任意位置进行编辑。 VisibleAnywhere:可以在编辑器中显示,但只能读取,不能编辑。
UPROPERTY(EditAnywhere, Category = "My Pawn|Vector") float MaxSpeed; FORCEINLINE UStaticMeshComponent* GetStaticMeshComponent() { return myStaticMesh; } protected: // Called when the game starts or when spawned virtual void BeginPlay() override; ...
UPROPERTY(BlueprintAssignable, Category="GAS|Messages") FMessageWidgetRowSignature MessageWidgetRowDelegate; 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 然后我们使用了AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(AttributeSetBase->GetHealthAttribute())函数...
UPROPERTY(EditAnywhere, Category="Input") TObjectPtr<UInputMappingContext> CharacterContext; UPROPERTY(EditAnywhere, Category="Input") TObjectPtr<UInputAction> MoveAction; void Move(const struct FInputActionValue& InputActionValue); }; 1.
UPROPERTY(EditAnywhere, editfixedsize, Category = "Aggregate Geometry", meta = (DisplayName = "Boxes")) TArray<FKBoxElem> BoxElems; UPROPERTY(EditAnywhere, editfixedsize, Category = "Aggregate Geometry", meta = (DisplayName = "Capsules")) ...
虚幻引擎ue5教程 一,头文件 1.引入两个头文件 #include "EnhancedInputComponent.h" #include "EnhancedInputSubsystems.h" 2.定义pawn对象 public: // pawn对象 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "组件通信")APawn* PawnReference;UFUNCTION(BlueprintCallable, Category = "组件通信")void...