ue4game instance用法UE4中的GameInstance是一个单例类,用于在整个游戏中存储和访问全局变量。它通常在游戏开始时创建,并在游戏结束时销毁。以下是一些常见的GameInstance用法: 1. 获取GameInstance实例:可以使用UGM(Unreal GameMode)或AActor的GetWorld()方法来获取当前游戏世界,然后使用该世界的SpawnActor()方法来创建一...
编辑器设置:Project Settings -》 Maps & Modes -》 Game Instance -》 Game Instance Class GetGameInstance 新版API: if (GetGameInstance()) { MyGameInstance* GI = Cast<MyGameInstance>(GetGameInstance()); } GetGameInstance()是一个全局函数,定义在World.h中。 旧版(新版UE4中下列方式已经无效): if (...
AGameModeBase*UGameInstance::CreateGameModeForURL(FURLInURL,UWorld*InWorld){省略了部分代码// Get the GameMode class. Start by using the default game type specified in the map's worldsettings. It may be overridden by settings below.TSubclassOf<AGameModeBase>GameClass=Settings->DefaultGameMode;省略...
而GameInstance是在GameEngine里创建的(先不谈UEditorEngine): voidUGameEngine::Init(IEngineLoop*InEngineLoop) {//[...]//Create game instance. For GameEngine, this should be the only GameInstance that ever gets created.{ FStringClassReference GameInstanceClassName= GetDefault<UGameMapsSettings>()->...
而GameInstance是在GameEngine里创建的(先不谈UEditorEngine): void UGameEngine::Init(IEngineLoop* InEngineLoop) { //[...] // Create game instance. For GameEngine, this should be the only GameInstance that ever gets created. { FStringClassReference GameInstanceClassName = GetDefault<UGameMapsSetti...
Game层(仅次于Engine层) GameInstance(UGameInstance) 我们已经知道在整个引擎的Engine层里是可以允许多个GameInstance存在的,除游戏本身的GameInstance以外,编辑器的、PIE的都能算独立的GameInstance,因此这很有可能也是这种类型被命名为“Game Instance(游戏实例)”而不是单纯的“Game”的原因。而GameInstance都是由Engine层...
int GetBlueScore(); UFUNCTION(BlueprintCallable) void AddRedScore(); UFUNCTION(BlueprintCallable) int GetRedScore(); private: static FCriticalSection Mutex; // 锁 static USingleton* SingletonInstance; int BlueScore; int RedScore; };
UClass* RawPtr = ClassPtr;//implicit conversion//orUClass* RawPtr = ClassPtr.Get();//explicit access BPModLoader Experimental Changes General Changed the default location of the UE4SS release assets to be ingame executable directory/ue4ss/. This change is backwards compatible with the old loca...
FTimerManager* UAssetManager::GetTimerManager() const { #if WITH_EDITOR if (GEditor) { // In editor use the editor manager if (GEditor->IsTimerManagerValid()) { return &GEditor->GetTimerManager().Get(); } } else #endif { // Otherwise we should always have a game instance const T...
在“项目设置 - 项目 - 地图和模式 - 默认模式 - 默认游戏模式”或“世界场景设置 - 游戏模式 - 游戏模式重载”或“Config - DefaultEngine.ini - GameMapsSettings - GlobalDefaultGameMode”处均可修改。 DefaultPawn:角色的外在表现类,是玩家在游戏中的物理代表,可包含自身的移动规则和其他游戏逻辑,服务端和...