UFUNCTION(BlueprintCallable, CustomThunk, meta = (CustomStructureParam = "Param", AutoCreateRefTerm = "Param")) static void SetPropertyByName(UObject* Object, FName FieldName, const int32& Param); DECLARE_FUNCT
1、声明函数,UFUNCTION标记了CustomThunk,不会自动生成反射函数,需要用DECLARE_FUNCTION自行定义。 UFUNCTION(BlueprintCallable, CustomThunk, meta = (CustomStructureParam="Param", AutoCreateRefTerm="Param")) static void CallFuncByNameWithParam(UObject* Object, FName FuncName, const int32& Param); meta = ...
通过反射调用UFunction函数,配合CustomThunk在UE5中创建带泛型参数的蓝图节点,实现代码如下:首先,声明函数并标记UFUNCTION,此标记表明函数需要通过CustomThunk进行调用,避免自动生成反射函数。使用DECLARE_FUNCTION自行定义,确保函数具有泛型参数Param。接下来,在函数定义中使用meta参数,例如:meta = (CustomStr...
// 声明单播委托 DECLARE_DELEGATE(FMyDelegate); // 在类中声明委托变量 class AMyActor : public AActor { GENERATED_BODY() public: // 委托变量 FMyDelegate MyDelegate; // 构造函数 AMyActor() { // 绑定函数到委托 MyDelegate.BindUFunction(this, FName("MyFunction")); } // 需要被调用的函数 ...
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(DynamicDelegateName, const TArray<FSelfDefinedStruct>&, StructArray); 1. 同样地,蓝图可调用函数中的参数若为TArray,也需要使用TArray的const引用,如: UFUNCTION(BlueprintCallable) void function(int32 par1, const TArray<FString>& strArr); ...
TimelineFunctionLibrary.h #pragmaonce#include"CoreMinimal.h"#include"Kismet/BlueprintFunctionLibrary.h"#include"Curves/CurveFloat.h"#include"TimelineFunctionLibrary.generated.h"DECLARE_DYNAMIC_DELEGATE(FOnTimelineUpdate);DECLARE_DYNAMIC_DELEGATE(FOnTimelineFinished);USTRUCT(BlueprintType)structFTimelineEffectPara...
//.h-类声明前DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnTrySwitchLevelFinished,bool,bIsLoadCommand);//.h类内public:UPROPERTY(BlueprintAssignable,Category="OnFinished")FOnTrySwitchLevelFinished OnTrySwitchLevelFinished;protected:int32 LoadCounter=0;int32 UnloadCounter=0;voidNotifyInvoker(boolbIsLoadComm...
材质着色器类型是使用 DECLARE_SHADER_TYPE 宏来创建的: class FLightFunctionPixelShader : public FShader { DECLARE_SHADER_TYPE(FLightFunctionPixelShader,Material); 1. 这个宏为材质着色器类型声明必要的元数据和函数。材质着色器类型将使用 IMPLEMENT_MATERIAL_SHADER_TYPE 进行实例化: ...
* thread main function */static::DWORD STDCALL _ThreadProc(LPVOID pThis) { check(pThis);auto* ThisThread = (FRunnableThreadWin*)pThis;// 添加到线程管理类中FThreadManager::Get().AddThread(ThisThread->GetThreadID(), ThisThread);returnThisThread->GuardedRun(); ...
\DECLARE_FUNCTION(execNativeFunc);\DECLARE_FUNCTION(execCallableFunc); 展开如下:我们发现了这个东西NativeFunc_Implementation,是不是有点眼熟,哦~这不就是为啥UMyClass.cpp中实现了void UMyClass::NativeFunc_Implementation() { } 还能编译通过的原因么,原来在这里定义的。