RF_MarkAsNative =0x00000004, ///< Object (UField) will be marked as native on construction (DO NOT USE THIS FLAG in HasAnyFlags() etc) RF_Transactional =0x00000008, ///< Object is transactional. RF_ClassDefaultObject =0x00000010, ///< This object is its class's default object RF_A...
ensureAlwaysMsgf(!HasAnyFlags(RF_ClassDefaultObject), TEXT("CDO '%s' shoudn't be impersonated"), *ThisObject->GetPathName()); ThisObject = Impersonator; //在这里, ThisObject从this变成了Impersonator ObjClass = ThisObject->GetClass(); //UE5.4...
事件Actor开始重叠-Load Info Experience-Push Content to Layer for Player(加载loading蓝图控件W_NonInteractiveSpinner)-调用c++ Create Hosting Request(ULyraUserFacingExperienceDefinition-父类是UPrimaryDataAsset)-SET Online Mode=Offline-调用c++ Host Session(UCommonSession_HostSessionRequest-父类是UObject) UComm...
= UClass::StaticClass()) { SerializeScriptProperties(Ar); } // 添加GUID FLazyObjectPtr::PossiblySerializeObjectGuid(this, Ar); // 内存统计(with proper alignment to match C++) SIZE_T Size = GetClass()->GetStructureSize(); Ar.
1TObjectPtr<UAbilityOwned> NewAbilityCDO = NewObject<UAbilityOwned>(this, AbilityClass.Get(), FName(TEXT("AbilityCDO")), EObjectFlags::RF_ClassDefaultObject);2NewAbilityCDO->Owner =this;//技能拥有者3NewAbilityCDO->Handle = Handle;//Ability Spec Handle,技能激活时使用 ...
#pragma once #include "WidgetBlueprint.h" class CreateWBPMain { public: // 主函数 static int Main(); // 创建用户控件蓝图 static UWidgetBlueprint* CreateWidgetBlueprint(FString&, FString&, EObjectFlags = RF_NoFlags); // 编译蓝图 static void CompileBlueprint(UBlueprint*); // 保存蓝图 ...
生成一个Actor的流程主要是 NewObject,然后添加到 Level 的 Actor 数组当中,然后调用 Actor 的 PostSpawnInitialize 函数,最后调用 Actor 的 CheckDefaultSubobjects 函数。 注意PostSpawnInitialize 函数的调用时的最后一个参数 SpawnParameters.bDeferConstruction,这个参数的作用是是否延迟 Actor 生成到 Level 中,如果为...
Actor将被标记为 RF_PendingKill,在下个垃圾回收周期中,UE会将其从内存中解除。 Actor的回收函数 UObject::BeginDestroy - 利用此机会释放内存并处理其他多线程资源。大多数Gameplay功能应在EndPlay中处理。 UObject::IsReadyForFinishDestroy - GC调用,以确定对象是否可以永久解除分配或延迟对象销毁。
<div :class="b()"> <canvas id="canvas" ref="canvas"></canvas> </div> </template> <script> import create from "core/create"; export default create({ name: 'license', props: { value: { type: Object, default: () => { return {} } } }, watch: { data: { handler (value) ...
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