类头文件MyActor.h // MyActor.h#pragmaonce#include"CoreMinimal.h"#include"GameFramework/Actor.h"#include"MyInterface.h"// 引入接口头文件#include"MyActor.generated.h"UCLASS()classYOURPROJECT_APIAMyActor:publicAActor,publicIMyInterface// 定义要继承的类和实现的接口{GENERATED_BODY()public:// 构造...
__LINE__表示所在代码行数(我这边GENERATED_BODY在15行所以就是15)。 所以下方的代码其实就是把BODY_MACRO_COMBINE(CURRENT_FILE_ID,_,__LINE__,_GENERATED_BODY)这四个参数进行了一个拼接。所以GENERATED_BODY = CURRENT_FILE_ID_15__GENERATED_BODY。 #define GENERATED_BODY(...) BODY_MACRO_COMBINE(CURRE...
使用UCLASS([specifiers])暴露类至蓝图,其中的specifiers在暴露类的时候并不常用,并在第一行使用GENERATED_BODY(),添加头文件#include "XXX.generated.h",如: #include "GameFramework/Actor.h" #include "MyActor.generated.h" UCLASS() class AMyActor : public AActor { GENERATED_BODY() public: // 设置...
#include "KdtreeCommon.h" #include "DBScanBPLibrary.generated.h" UCLASS() class KDTREE_API UDBScanBPLibrary : public UBlueprintFunctionLibrary { GENERATED_UCLASS_BODY() public: UFUNCTION(BlueprintCallable, Category = "SpacialDataStructure|DB_Scan")static voidClusteringAlgorithm(const TArray<FOpenAP...
1.添加静态成员函数 UCLASS()classMYPROJECT2_APIUAssetImportLibrary:publicUBlueprintFunctionLibrary{GENERATED_BODY()public:UFUNCTION(BlueprintCallable,Category="Asset Importer")staticvoidImportMeshAsset(constFString FileName,TArray<FModelData>&ExtractedModelData);}; ...
默认的 Scene Capture 不能用于实时Lumen光照模式下 为了实现实时渲染GI下,类似于UCanvasRenderTarget2D类,捕获指定位置摄像头的场景像素. 可以参考GameViewport类的源码尝试使用UE的渲染逻辑和数据多渲染一份视口副本到新创建的FSceneView上,封装一份UCaptureRenderTarget出来 ...
UCLASS(BlueprintType, Blueprintable) class AURA_API UAttributeMenuWidgetController : public UMyWidgetController { GENERATED_BODY() public: virtual void BindCallbacksToDependencies() override; virtual void BroadcastInitialValues() override; UPROPERTY(BlueprintAssignable, Category="GAS|Attributes")//设置Blue...
可以从蓝图函数库中拖拽自定义函数节点,并将其插入到蓝图逻辑中。 UCLASS()classCOMMONGAME_APIUCommonUIExtensions:publicUBlueprintFunctionLibrary{GENERATED_BODY()public:UCommonUIExtensions(){}UFUNCTION(BlueprintPure,BlueprintCosmetic,Category="Global UI Extensions",meta=(WorldContext="WidgetContextObject"))stat...
用UHT分析生成generated.h/.cpp文件,之后再一起编译。 generated.h/.cpp文件中对宏展开 UCLASS()classUTestObject:publicUObject{GENERATED_BODY()public:UPROPERTY(BlueprintReadWrite,Category="Test")FString CurPlayerName;UPROPERTY(BlueprintReadWrite,Category="Test")int32 CurPlayerAge;UFUNCTION(BlueprintCallable...
UCLASS()classFIELDSYSTEMENGINE_APIUFieldNodeBase:public UActorComponent { GENERATED_BODY() public: virtual ~UFieldNodeBase() {} virtual FFieldNodeBase::EFieldTypeType()const{returnFFieldNodeBase::EFieldType::EField_None; } virtualboolResultsExpector()const{returnfalse; }// 把UFieldNodeBase Compo...