除unlock, chest tile外,随机选择tile,spawn BP_ItemFood_Apple 等在tile上 此步骤仅作测试 unit enter collision of food - add item into unit bag inventory likely - add item into chest use item from inventory 在背包栏中直接生成若干个ite
// 存储所有环境查询项的总得分和偏移,在FEnvQueryInstance中的AddItemData被添加 TArray<FEnvQueryItem> Items; // 用于记录生成器中的环境查询项类型 UPROPERTY(BlueprintReadOnly, Category = "EQS") TSubclassOf<UEnvQueryItemType> ItemType; // 存储环境查询项数据,在FEnvQueryInstance中的AddItemData被添加 T...
const TSharedRef<STableViewBase>& OwnerTable) { return SNew(STableRow<TSharedPtr<FAssetData>>, OwnerTable)[ SNew(SHorizontalBox) +SHorizontalBox::Slot() [ //生成一个CheckBox //传入Item参数 ConstructCheckBox(Item) ] + SHorizontalBox::Slot() [ SNew(STextBlock) .Text(FText::FromString...
for (TSharedPtr<FJsonValue> itemJson: OutArray) { const TSharedPtr<FJsonObject>& obj=itemJson->AsObject(); FShopItem& newItem= Items.AddDefaulted_GetRef(); newItem.Name=FText::FromString(obj->GetStringField(TEXT("Name"))); newItem.Icon=LoadObject<UTexture2D>(nullptr,*obj->GetStri...
EnterField(Item.Name) << Item.Value; return *this; } //StructuredArchiveSlot.cpp // FStructuredArchiveSlot包含了Archive中的一个值, 或array/map中的一个字段. Slot中不存储该字段的名称和名字, 只有值的序列化表示 FStructuredArchiveSlot FStructuredArc...
紧接着,通过ULyraQuickBarComponent::AddItemToSlot将物品实例放入Slots中,并完成网络同步。最后,ULyraQuickBarComponent::SetActiveSlotIndex_Implementation函数卸下当前武器,装备新武器。在装备过程中,内部会调用ULyraEquipmentManagerComponent::EquipItem和FLyraEquipmentList::AddEntry,创建武器对应的实例U...
publicNet.UDPudp;staticpublicstringipPort="127.0.0.1:4600";publicAudioPoint(){InitializeComponent();init();}privatevoidinit(){MMDeviceEnumeratorenumerator=newMMDeviceEnumerator();vardevices=enumerator.EnumerateAudioEndPoints(DataFlow.All,DeviceState.Active);audioDevicecomboBox1.Items.AddRange(devices.ToArray...
Add .Build.cs to the plugins: bEnableUndefinedIdentifierWarnings = false; PublicIncludePaths.AddRange( new string[] { // ... add public include paths required here ... Path.Combine(ModuleDirectory, "Public"), } ); PrivateIncludePaths.AddRange( new string[] { // ... add other private ...
UnrealSharp attempts to add a dotnet core integration to some parts of Unreal Engine. It does this by creating what the dotnet documentation calls a "native host" in the context of a subsystem, and exposes functionality by providing function pointers to dotnet https://github.com/lambda-snail/...