Construct object from class,顾名思义,构造某个类的对象。简单来说,面向对象编程中的类(class)就...
要创建新的关卡序列资产,可以使用资产工具和关卡序列工厂新(Level Sequence Factory New)对象。工厂对象可以用从类构造对象(Construct Object From Class)节点来创建。然后调用获取资产工具(Get Asset Tools)和创建资产(Create Asset)。目前只支持在编辑器中创建新资产。 点击文末“阅读原文”,查看完整图表 添加绑定 对...
为此,需要一个临时的UDynamicMesh。虽然你可以使用ConstructObjectFromClass创建这样一个临时网格体,但如果这是在流程性生成器中创建的,该网格体必须在使用后进行垃圾回收。如果会频繁运行生成器,更高效的做法是,在不同运行之间复用该网格体。 DynamicMeshActor使用UDynamicMeshPool对这种情况提供了内置支持。具体做法是,...
RefreshClassActions BlueprintNodeSpawner 自定义的节点 GetMenuActions RegisterClassFactoryActions 蓝图菜单展示 RebuildActionList 节点的描述信息 过滤 生成蓝图节点 Pin 标题 编译 ExpandNode UE5蓝图节点分析 一些概念 FObjectKey Object所引,可以看作是一个Object的序列号。 UEdGraphNode 蓝图节点抽象,蓝图中各种类型的...
6. Set Up A Class For Slate Widget_压制cn 06:05 7. Sending Data To Slate Widget_压制cn 07:38 8. Set Up Basic Layout_压制cn 08:41 9. Sending Asset Data To Slate Widget_压制cn 11:01 10. Construct SListView_压制cn 13:20 11. Construct SChecBox_压制cn 16:28 12. Add In More Tex...
constFClassFunctionLinkInfo Z_Construct_UClass_UTestObject_Statics::FuncInfo[]={{&Z_Construct_UFunction_UTestObject_GetOutInfo,"GetOutInfo"},// 3640447053{&Z_Construct_UFunction_UTestObject_IsBaBy,"IsBaBy"},// 271090006{&Z_Construct_UFunction_UTestObject_IsBoy,"IsBoy"},// 369736746{&Z_Const...
UnLua中对NewObject处理的代码为Global_NewObject: FScopedLuaDynamicBinding Binding(L, Class, ANSI_TO_TCHAR(ModuleName), TableRef); UObject *Object = StaticConstructObject_Internal(Class, Outer, Name); 1. 2. SpawnActor Lua中SpawnActor以及动态绑定: ...
(StaticLoadObject(UWidgetBlueprint::StaticClass(), nullptr, *WBPPath)); if (WidgetBlueprint) { UE_LOG(LogTemp, Warning, TEXT("控件蓝图已存在,路径:%s"), *WBPPath); // 清空组件 if (WidgetBlueprint->WidgetTree->RootWidget) { WidgetBlueprint->WidgetTree->RemoveWidget(WidgetBlueprint->...
classFTestRunnable:public FRunnable { public: FTestRunnable(); virtual ~FTestRunnable() override; protected: TObjectPtr<FRunnableThread> RunnableThread; }; // 传入自身供作为线程生命周期执行任务调用FTestRunnable::FTestRunnable() : RunnableThread(FRunnableThread::Create(this, TEXT("FTestRunnableThread...
ComponentClass.Get()) { UE_LOG(PythonTA, Error, TEXT("AddComponent. ComponentClass is not valid.")); return nullptr; } Result = NewObject<UActorComponent>(Actor, ComponentClass.Get(), Name); USceneComponent* AsSceneComponent = Cast<USceneComponent>(Result); if (AsSceneComponent) { As...