纯数据蓝图 Data-Only Blueprint Data-Only Blueprint(仅包含数据的蓝图) 指仅包含代码(以节点图表的形式)、变量及从其父类继承的组件的类蓝图 使用它们来调整属性或者设置不同值的项目。 关卡蓝图 Level Blueprint Level Blueprint 用作关卡范围的全局事件图。 每个关卡都创建了自己的关卡蓝图 关卡蓝图还提供了关...
void UMyClass::EditBlueprintComponentProperty(UBlueprint* Blueprint) { UBlueprintGeneratedClass* BlueprintGeneratedClass = Cast<UBlueprintGeneratedClass>(Blueprint->GeneratedClass); TArray<const UBlueprintGeneratedClass*> AllParentBlueprintGeneratedClass; //按照继承关系获取所有父类的GeneratedClass UBlue...
UPROPERTY(BlueprintReadOnly, FieldNotify, Setter, Getter, meta=(AllowPrivateAccess)) FString SlotName; //用户设置的角色名称 UPROPERTY(BlueprintReadOnly, FieldNotify, Setter, Getter, meta=(AllowPrivateAccess)) FString PlayerName; }; 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14....
(BlueprintType) struct FInstancedStructChild2 :public FMyBaseInstancedStruct { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadOnly) FString Property3; }; USTRUCT(BlueprintType) struct FTestStruct : public FTableRowBase { GENERATED_BODY() public: UPROPERTY(EditAnywhere, Blueprint...
编辑器打开文件,首先,我们先创建一个DataAsset使用的结构体,在结构体中增加三项不会在项目运行中修改的内容,实际的属性数值,我们则需要实时修改,所以,不需要通过蓝图面板设置。EditDefaultsOnly标示代表此属性可以通过面板修改内容。 USTRUCT(BlueprintType) struct FAttributeInfo ...
(BlueprintCallable, Category ="Ability")28AAbilityCharacterBase* GetOwningCharacter()const;2930private:31UAbilitySystemComponent* GetOwnerAbilitySystemComponent()const;3233public:34//此技能激活需要的 InputAction35UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category ="EnhancedInput")36TObjectPtr<UInput...
FName TexturePropertyName = "WidgetTexture"; 有点问题待修正*/UPROPERTY(EditAnywhere,BlueprintReadOnly,Category="TargetParamsName")FName VectorPropertyName="WidgetOffset";UPROPERTY
补充:做完第2步之后也许可以在角色蓝图的 Constructor 里指定 SpineSkeletonRendererComponent 的 SpineSkeletonComponent 为 SpineSkeletonAnimationComponent,不保真(当然你得先给 SpineSkeletonComponent 变量加一个 UPROPERTY(BlueprintReadAndWright) ) 尾声: 根据你的需求来设置正面 Renderer 的 Visibility,比如说 明日方舟 ...
BlueprintReadWrite(读写) BlueprintReadOnly(只读) [展开全文] 有梦想的熊·09-13·11-宏的参数为啥这么多-UPROPERTY参数讲解10 映射C++到蓝图: UFUNCTION()<针对函数> 参数: BluePrientCallable,Category = "MyFunction" 标签名称和函数名称可以不同,一个标签可以对应两个函数 ...
EXCEPT your genius move was to drag the animation file into the AnimGraph and connect it to “mh_rl_std_pose”. I was using a complex (and failing) bit of code that was trying to extract the Blendshape data a different way (ie. I made a new blueprint class and added the imported ...