首先通过Datatable的FindRowUnchecked根据RowName获取到当前的Row的指针 uint8* RowPtr = DataTable->FindRowUnchecked(FName("YourRowName")); 再用GetRowStruct获取到我们蓝图的Struct的CPP父类 const UScriptStruct* ScriptStruct = DataTable->GetRowStruct() ...
常规做法中,通过DataTable的FindRowUnchecked函数根据RowName获取Row指针,进而使用GetRowStruct函数获取蓝图中Struct的C++父类。然后,通过内部的PropertyLink迭代属性,从而获取所有属性名称。接下来,根据Class进行if判断,以识别当前属性值为声明类型。实现这一过程的关键代码如下:代码示例:通过反射机制获取Data...
void UStruct::SerializeBinEx( FStructuredArchive::FSlot Slot, void* Data, void const* DefaultData, UStruct* DefaultStruct ) const { if ( !DefaultData || !DefaultStruct ) //若DefaultData与DefaultStruct不同时存在, 直接使用SerializeBin { SerializeB...
UDataTable* DataTable = NewObject<UDataTable>(GetTransientPackage(), FName(TEXT("TempDataTable"))); DataTable->RowStruct = FShopItem::StaticStruct(); FString realPath = FPaths::ProjectDir() / path; FString content; if (!FFileHelper::LoadFileToString(content, *realPath)) { return false;...
分别是分配MacroGroupData、清空Voxel Page、Voxelize Hair Strands以及生成Hait Strand Voxel的mip 这些Pass都由HairStrandsVoxelization.cpp添加至渲染线程。 其中MacroGroupData(HairStrandsData.h)的信息如下所示: structFHairStrandsMacroGroupData{staticconstuint32MaxMacroGroupCount=16u;// Needs to be kept cons...
Breaking a Struct Function Entry Self3.3.4 All Public Functions Should Have A DescriptionThis rule applies more to public facing or marketplace blueprints, so that others can more easily navigate and consume your blueprint API.Simply, any function that has an access specificer of Public should ...
Cast Getting a Variable Breaking a Struct Function Entry Self3.3.4 All Public Functions Should Have A DescriptionThis rule applies more to public facing or marketplace blueprints, so that others can more easily navigate and consume your blueprint API.Simply...
Log file: C:\Users\arman\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.3\UBT-AWorldAway-Win64-Shipping.txt Setting temp directory to 'C:\Users\arman\AppData\Local\Temp\UnrealBuildTool\319625c3' Registering build platform: UnrealBuildTool.AndroidPlatformFact...
1、在 UE4 中使用 zip 库的时候编译遇到以下问题: if (!has_seeded) srand(GetTickCount()^(unsigned long)GetDesktopWindow()); error C4302: “类型强制转换”: 从“HWND”到“unsigned long”截断。GetDesktopWindow() 为 HWND 类型,是一个 ...
如果用蓝图做还容易错,正好最近在学UEC++,不如查查看有没有什么用C++批量改参数的方法,在论坛一顿搜索之后发现了这篇(https://forums.unrealengine.com/t/reading-struct-attributes-in-c/471834/2),又看到了大钊老师在知乎上InsideUnreal中对反射的讲解(https://zhuanlan.zhihu.com/p/61042237),那不如用C++整...