*其中UGameplayAbility_CharacterJump::StaticClass()是UEGAS封装好的,类似于正常绑定跳跃时的参数&ACharacter::Jump * EGASAbilityInputID::Jump为项目文件中定义的那个枚举,用于和输入操作绑定*/AbilitySystemComponent->GiveAbility(FGameplayAbilitySpec(UGameplayAbility_CharacterJump::StaticClass(),1, static_cast<...
template <typename From, typename To, EClassCastFlags CastClass> struct TGetCastType<From, To, true, true , CastClass > { static const ECastType Value = ECastType::InterfaceToInterface; }; 有两个问题要解决,一个是判断指针是否为IInterface,另一个是获取EClassCastFlags,这样就能使用下面的特化...
template<typenameFrom,typenameTo>structTGetCastType<From,To,false,false,CASTCLASS_None>{staticconstECastTypeValue=ECastType::UObjectToUObject;};template<typenameFrom,typenameTo>structTGetCastType<From,To,false,true,CASTCLASS_None>{staticconstECastTypeValue=ECastType::UObjectToInterface;}; 那么接下...
#define CASTCLASS_ULazyObjectProperty DECLARE_UINT64(0x0000000010000000) #define CASTCLASS_UAssetObjectProperty DECLARE_UINT64(0x0000000020000000) #define CASTCLASS_UTextProperty DECLARE_UINT64(0x0000000040000000) #define CASTCLASS_UInt16Property DECLARE_UINT64(0x0000000080000000) #define CASTCLASS_UDoublePro...
static void ExecuteConsoleCommand(UObject* WorldContextObject, const FString& Command, class APlayerController* SpecificPlayer = NULL ); 其本质上是调用的APlayerControllor的接口: void UKismetSystemLibrary::ExecuteConsoleCommand(UObject* WorldContextObject, const FString& Command, APlayerController* Player...
FileDialog->Show(static_cast<HWND>(FSlateApplication::Get().GetActiveTopLevelWindow()->GetNativeWindow()->GetOSWindowHandle())) {returnfalse; } TComPtr<IShellItem>Result;if(!SUCCEEDED(FileDialog->GetResult(&Result))) {returnfalse; } PWSTR...
UFUNCTION(BlueprintPure, meta = (DisplayName = "Int to Bytes"), Category = "UE4Duino", meta = (Keywords = "cast separate bit bitwise"))static TArray<uint8> IntToBytes(const int32 &Int);/** * Utility function to convert 4 bytes into a float. If the input array's length is not ...
分配内存ReturnClass = (UClass*)GUObjectAllocator.AllocateUObject(sizeof(UClass), alignof(UClass), true); ReturnClass = ::new (ReturnClass) UClass ( EC_StaticConstructor, Name, InSize, InClassFlags, InClassCastFlags, InConfigName, EObjectFlags(RF_Public | RF_Standalone | RF_Transient | RF...
static void ExecuteConsoleCommand(UObject* WorldContextObject, const FString& Command, class APlayerController* SpecificPlayer = NULL ); 其本质上是调用的APlayerControllor的接口: void UKismetSystemLibrary::ExecuteConsoleCommand(UObject* WorldContextObject, const FString& Command, APlayerController* Player...