25 void AHost::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) 26 { 27 if (PropertyChangedEvent.Property != nullptr) { 28 const FName PropertyName = PropertyChangedEvent.Property->GetFName(); //获得该类所有属性的名字 29 30 //const FString PropertyName = PropertyChangedEvent.Pro...
资源的类型为USubsurfaceProfile,实现了2个接口函数: voidUSubsurfaceProfile::PostEditChangeProperty(structFPropertyChangedEvent&PropertyChangedEvent){constFSubsurfaceProfileStructSettingsLocal=this->Settings;USubsurfaceProfile*Profile=this;ENQUEUE_RENDER_COMMAND(UpdateSubsurfaceProfile)([SettingsLocal,Profile](FRHIComman...
可以同时用UCLASS(Blueprintable,BlueprintType)的方式让该类即能作为蓝图变量使用又能作为可继承的基类使用 声明方法为UFUNCTION(BlueprintImplementableEvent)可以在蓝图中实现该事件并进行调用 向蓝图中暴露多播委托 首先声明一个多播委托: DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnKingDeathSignature,AKing*,DeathKing...
需要添加edit回调 #ifWITH_EDITORvoidAMyActor::PostEditChangeProperty(FPropertyChangedEvent&PropertyChangedEvent) { changeValue(); 1. 2. 3. 4. super::PostEditChangeProperty(PropertyChangedEvent); 1. }#endif 1. 4 c++ wizard 中方法如果想要在Blueprint 中显示,在方法声明前添加宏 UFUNCTION(BlueprintCall...
();//此时进行把所有引用动画进行播放.}#if WITH_EDITORvoidUAnimUserWidget::PostEditChangeProperty(FPropertyChangedEvent&PropertyChangedEvent)//在属性被Detail修改的时候.{if(PropertyChangedEvent.MemberProperty!=nullptr){FStringPropertyName=PropertyChangedEvent.MemberProperty->GetName();if(PropertyName==TEXT("...
材质是硬编码的,意味着你的每一次修改都必须通过编译才能反馈到物体上,费时费力,而且游戏过程中是无法...
The class wizard generates your class withBeginPlay()andTick()specified as overloads.BeginPlay()is an event that lets you know the Actor has entered the game in a playable state. This is a good place to initiate gameplay logic for your class.Tick()is called once per frame with the amount...
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override; 這個函數將在每次變數在editor內被修改時呼叫 函數最後要加 Super:: PostEditChangeProperty(PropertyChangedEvent); 可以用下面的code來判斷是哪個成員被改動 FName PropertyName = (PropertyChangedEvent.Property != nullptr) ?
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;#endifpublic: // Sets default values for this character's properties ABaseCharacter(); // Called when the game starts or when spawned virtual void BeginPlay() override; // Called every frame virtual void Tick(...
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent); // Upgrade parameters from Separable to Burley. virtual void PostLoad(); //~ End UObject Interface }; 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. ...