1、SocketClientBPLibrary.h文件 UFUNCTION(BlueprintCallable)staticTArray<uint8>CRC16jy(TArray<uint8>byteArray,intusLen,boolHighOrder); byteArray数组为要进行校验的数据内容;usLen为校验内容的字节长度,即数组的长度;该函数执行后将返回一个校验码,HighOrder为true则代表高位在前,否则为低位在前。 2、Socket...
TObjectPtr<AC_BasicNPC> C_BasicNPC; UPROPERTY(BlueprintReadWrite, EditInstanceOnly, Category = "默认") TObjectPtr<AC_BasicNPC> LockedEnemy; 函数 //鼠标中键:锁定对象/解除锁定 UFUNCTION(BlueprintCallable) void locking_regression(); //寻找锁定目标 UFUNCTION(BlueprintCallable) void FindLockedTarget...
BlueprintReadWrite-可读可写 BlueprintCallable-蓝图可调用方法 c++设置角色可控制AutoPossessPlayer = EAutoReceiveInput::Player0; error CS0234: 命名空间“System”中不存在类型或命名空间名 项目->添加引用->(程序集->框架->)System勾选->确定 无法解析的外部符号FJsonSerializer::Deserialize(Reader, JsonObject...
UFUNCTION(BlueprintCallable)voidCaptureFromLocationAndRotation(constFVector& Location =FVector::ZeroVector,constFRotator& Rotator =FRotator::ZeroRotator,constuint8 PreCaptureFrameNum =2);//UFUNCTION(BlueprintCallable)voidSetupCustomPassMass(FSceneView*InSceneView);//UFUNCTION(BlueprintCallable)//void AddWeig...
UFUNCTION(BlueprintCallable,Category="GreedySnakeTest") void InitSnake(float _maxlength=2000.0,float _part=10.0,float trailPart=100.0); UFUNCTION(BlueprintImplementableEvent,Category="GreedySnakeTest") void TrailsTrans(const TArray<FTransform>& trans); ...
classGAMEFEATUREUTILS_APIUFlibGameFeature :publicUBlueprintFunctionLibrary { GENERATED_UCLASS_BODY() public: UFUNCTION(BlueprintCallable) staticboolGetPluginURLForBuiltInPluginByName(classUGameFeaturesSubsystem* Subsystem,constFString& PluginName, FString& OutPluginURL); ...
声明TestLoadPak函数,这里使用蓝图调用,也可以学习教程使用命令行调用,将UFUNCTION(BlueprintCallable)改为UFUNCTION(Exec)即可。 TSharedPtr<class FPakPlatformFile> PakPlatform; class IPlatformFile* OldPlatform; UFUNCTION(BlueprintCallable) bool TestLoadPak(const FString& InPakFullPath); ...
int UMyBlueprintFunctionLibrary::mytest(int a, int b) { int c; c = a + b; return c; } 1. 2. 3. 4. 5. 6. 在VS2019中点击本地Windows调试器,等待打开虚幻4编辑器。解决方案配置一般选择Development Editor 在蓝图中使用 在蓝图中右键搜索刚刚创建的函数名,可以看到他出现在MyFuncLib下,即为刚...
3.3.5 All Custom Static Plugin BlueprintCallable Functions Must Be Categorized By Plugin NameIf your project includes a plugin that defines static BlueprintCallable functions, they should have their category set to the plugin's name or a subset category of the plugin's name....
uFunctions: (BlueprintCallable, self:AExampleActorPtr) #you must specify the type and any shared meta like this. proc anotherUFunction(param : FString) : int32 = 10 #now you can define the function as you normally would. proc yetAnotherUFunction(param : FString) : FString = self.getName...