UObject通过解释执行蓝图脚本字节码,调用相应的C++实现的Thunk函数来完成具体的操作; 蓝图编译流程的入口函数为: void FBlueprintEditor::Compile() 这个函数的核心操作是调用:void FKismetEditorUtilities::CompileBlueprint(UBlueprint* BlueprintObj, EBlueprintCompileOptions CompileFlags, FCompilerResultsLog* pResult...
UCLASS(Blueprintable,BlueprintType,EditInlineNew)classTOYBOX_APIUCustomObject:publicUObject{GENERATED_BODY()public:UPROPERTY(EditAnywhere)boolTestVar;UPROPERTY(EditAnywhere)FGuidUUID;};UCLASS(Blueprintable,BlueprintType)classTOYBOX_APIUTestObject:publicUObject{GENERATED_BODY()public:UPROPERTY(EditAnywhere,Insta...
Bugfix: Removed a potential infinite loop when adjusting Actor rotation in a Blueprint function. Bugfix: Crash fix when using "Convert Selected Components to Blueprint Class". Bugfix: Stopped resetting arbitrary defaults on cyclically-dependent Blueprint subclasses. Bugfix: Asset Class ID variables ...
一、资产创建时 在将一个对象添加到资源文件的时候,会调用UObject中声明的GetAssetRegistryTags函数,不同的实现可以重新实现这个接口,从而完成自定义标签项的写入。 /** Constructor taking a UObject. By default trying to create one for a blueprint class will create one for the UBlueprint instead, but ...
注册变量到蓝图中:UPROPERTY(BlueprintReadWrite,VisibleAnyWhere,Category="Object") 注册函数到蓝图中:UFUNCTION(BlueprintCallable,Category="Test") //BlueprintImplementEvent 表示由蓝图的子类实现 BlueprintNativeEvent C++默认实现可被蓝图重载,需要提供一个“函数名_Implement”函数实现于CPP中 ...
blueprint_type (BlueprintType): [Read-Write] Blueprint Type: The type of blueprint that will be created context_class (type(Class)): [Read-Write] Context Class: Class of the context object used to help create the object. create_new (bool): [Read-Write] Create New: The default value...
这个方法必须设置为BlueprintCallable,并标记BlueprintInternalUseOnly:UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true")) 这个工厂方法的名称,就会是我们的蓝图节点的名称了;这个函数的参数会变为节点的输入参数; 定义一个Multicast Delegate类型,作为异步操作的完成通知;这个类可以有多个完成通知...
New placements of the Get Class Defaults node will no longer include array properties that contain object references. This is because it is a potentially unsafe connection. As a side note, object properties are also not exposed for the same reason. The Blueprint details view for non-member var...
#include"ARBlueprintLibrary.h"#include"MRMeshComponent.h"voidAARTrackableMonitor::BeginPlay() { Super::BeginPlay();// Subscribe to Tracked Geometry delegatesUARBlueprintLibrary::AddOnTrackableAddedDelegate_Handle( FOnTrackableAddedDelegate::CreateUObject(this, &AARTrackableMonitor::OnTrackableAdded) ); ...
//UE_LOG(LogTemp, Warning, TEXT("LoadOrCreate.PackageName: %s"), *PackageName); Blueprint = LoadObject<UBlueprint>(nullptr, *PackageName, nullptr, LOAD_NoWarn | LOAD_NoRedirects); if (Blueprint) //·ÀÖ¹StaticLoadObjectÕÒ²»µ½ÎļþµÄWarning if (Blue...