UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Locktion") bool bLockingEnemy; UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Locktion") FTimerHandle LocktionTimerHandle; UPROPERTY(BlueprintReadWrite, EditInstanceOnly, Category = "默认") TObjectPtr<AC_BasicNPC> C_BasicNPC; UP...
(FName ID); //当前角色所拥有物体的数组 UPROPERTY(BlueprintReadWrite,VisibleAnywhere) TArray<FInventoryItem> Inventory; protected: void Interact(); virtual void SetupInputComponent() override; }; //MyPlayerController.cpp void AMyPlayerController::AddItemToInventoryByID(FName ID) { AbagGameGameMode...
那么需要在类里定义变量: UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="Camera")TSubclassOf<UCameraShakeBase>SprintShake; UE5相机系统初探2-5 然后,加入跑步时触发shake和停止shake的逻辑: voidACF_Character::SprintStart(){GetCharacterMovement()->MaxWalkSpeed=SprintSpeed;if(SprintShake&&GetVelocity()....
同样也可考虑使用默认值的配置文件。 UCLASS()class UTeaOptions:public UObject{GENERATED_BODY()public:UPROPERTY()int32 MaximumNumberOfCupsPerDay=10;UPROPERTY()floatCupWidth=11.5f;UPROPERTY()FString TeaType=TEXT("Earl Grey");UPROPERTY()EDrinkingStyle DrinkingStyle=EDrinkingStyle::PinkyExtended;}; 优势:...
这边需要注意FProperty是4.25以后版本中对外暴露的项取代了之前的UProperty,早些的文章中可能会使用UProperty,本文以5.1为演示平台,使用时注意版本对应。 获得double值(蓝图中的float)参考代码: 特别注意下面这行中不再传入Target->GetClass()(或Target->StaticClass())而是直接传入需要获取的对象指针,在有些文章里有...
- CMODE_ClampMax:将属性的值限制在最大值以下。 例如,以下代码声明了一个浮点类型的属性,它的取值范围被限制在0.0到1.0之间: c++ UPROPERTY(EditAnywhere, meta = (ClampMin = 0.0, ClampMax = 1.0)) float Alpha; 限制区间修饰符有什么用? 限制区间修饰符有以下几个用途: - 保证属性的合法性:有些属性的...
4656 1 18:32 App UE5虚幻引擎C++【第十期】初步使用线程 1414 -- 18:11 App UE5虚幻引擎C++【第八期】更改材质参数 1290 -- 13:20 App UE5虚幻引擎C++【第十一期】UPROPERTY的小技巧 1271 -- 8:14 App UE5虚幻引擎C++【第七期】实现样条线运动 3538 2 9:16 App UE5虚幻引擎C++【第六期...
*/UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="MyTest")TSubclassOf<AActor>ActorC; 在BeginPlay()函数中增加组件 voidAMyTest::BeginPlay(){Super::BeginPlay();// 增加子Actorif(ActorC!=nullptr){FTransform Transform=UKismetMathLibrary::MakeTransform(FVector(0.0,0.0,0.0),FRotator(0.0,0.0,0.0),...
UPROPERTY() UTextureRenderTarget2D* mRTT2D =nullptr; ECaptureState CaptureState=ECaptureState::Initilize;//预渲染帧数uint8 PreRenderingFrameNum =2; uint8 CurPreFrame=0; UPROPERTY() APostProcessVolume* mPP =nullptr; UPROPERTY()classUMaterial*Mat_PPGamma; ...
UPROPERTY(VisibleAnywhere) UUnrealMap<FString, int> MyMap; //声明一个Map的方法 void MyMapMethod() { //添加键值对到Map中 (TEXT("Key1"), 1); (TEXT("Key2"), 2); (TEXT("Key3"), 3); //获取键对应的值 int Value = MyMap[TEXT("Key1")]; //返回1 //遍历Map中的所有键值对 for...