点击"Create Class"按钮: 完成上述设置后,点击“Create Class”(创建类)按钮。UE5将自动生成C++类的头文件(.h)和源文件(.cpp),并在Visual Studio中打开它们。 编写类的实现: 在生成的代码文件中,你可以开始编写类的实现。以下是一个简单的示例,假设我们创建了一个名为MyNewActor的类,继承自AActor:...
Add( VirtualSubPath, CreateVirtualFolderItem(VirtualSubPath)); } } } return true; }, false); // 非递归,那么虚拟文件夹不会包含文件了,所以直接退出了。 ScriptClassDataFilter.ValidFolders.Append(InternalPaths); return; } } } 那么大部分都是一样的代码,folder的后半部分代码有一段缓存虚拟文件...
classFWorldPartitionStreamingGenerator:/** Maps containers IDs to their container collection instance descriptor */TMap<FActorContainerID,FContainerCollectionInstanceDescriptor>ContainerCollectionInstanceDescriptorsMap; 在CreateActorDescriptorViewsRecursive()中,必会创建一个FActorContainerID为空的key对应的FContainerColle...
ObjClass = ThisObject->GetClass(); //UE5.4中还没有对使用impersonator时CDO的支持 DiffObject = ObjClass->GetDefaultObject(false); } /* 根据是否存在编辑时状态而进入不同分支, 编辑时需要序列化一些Debug数据 */ ObjClass->SerializeTaggedProperties(Slot...
原理和增加组件是一样的,增加一个ChildActorComponent,再设置ChildActorClass,我们直接上代码 给MyTest.h中增加一个属性,用于我们方便的指定子对象的蓝图资源 public:/** * 子对象的蓝图资源 */UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="MyTest")TSubclassOf<AActor>ActorC; ...
原理和增加组件是一样的,增加一个ChildActorComponent,再设置ChildActorClass,我们直接上代码 给MyTest.h中增加一个属性,用于我们方便的指定子对象的蓝图资源 public:/** * 子对象的蓝图资源 */UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="MyTest")TSubclassOf<AActor>ActorC; ...
.31-05.56.40:909][ 0]LogLinker: Warning: [AssetLog] E:\UEGames\Project\UE5\HunterLegands\Plugins\DamageCaculator\Content\Bp_DamageCaculatorComponent.uasset: CreateExport: Failed to load Parent for BlueprintGeneratedClass /DamageCaculator/Bp_DamageCaculatorComponent.Bp_DamageCaculatorComponent_C...
1. Import the plugin to your project# Go into the root folder of your Unreal Project (where the “Content” folder is located). Create a “Plugins” folder if it does not already exist. Copy the ZEDLiveLink folder in the “Plugins” Directory of your project. ...
This prevents the editor from ever saving a reference to it, and speeds up saving and loading of the blueprint class.Because of this, all transient variables should always be initialized as zero or null. To do otherwise would result in hard to debug errors....
CreateConstIterator(); it; ++it) { FProperty* TempProperty = TempClass->FindPropertyByName(**it); if (TempProperty) { FString TempType = TempProperty->GetCPPType(); FString TempName = TempProperty->GetNameCPP(); FBoolProperty* TempValue = CastField<FBoolProperty>(TempProperty); ...