其一:关卡蓝图(Level Blueprint) 关卡蓝图相当于“流程导向”(POP)式的编程,一个关卡Level只能有一个关卡蓝图,关卡蓝图可以对场景里的物体实例(包括蓝图类)进行控制。 其二:蓝图类(Blueprint Class) 蓝图类相当于“个体导向”(OOP)式的编程(也称“面向对象”,个人认为翻译有误),蓝图类可以在Content内容浏览器里右...
在Unreal Engine中遇到“invalid blueprinttype enum base - currently only uint8 supported”这个错误信息时,可以按照以下步骤进行解决: 错误信息含义: 这个错误信息表明,在当前的上下文中(很可能是在Unreal Engine的项目中),BlueprintType枚举的基础类型只能为uint8,但代码中可能使用了其他类型作为基础。 可能的解决...
Blueprint Events Skipping Functions Deprecated Functions Static Functions Enum Bindings Script Mixin Libraries Mixin Libraries for Structs Mixin Libraries for Classes Using Precompiled Scripts 使用预编译脚本功能 功能说明 使用方法 生成预编译脚本缓存 转译C++ 代码 兼容性注意事项 动态脚本重加载的限制 Development...
UnLua 插件区别于其他同类 Lua 插件的最大地方:可以覆写 Override覆写所有 BlueprintEvent: 用BlueprintImplementableEvent 标记的 UFunction 用BlueprintNativeEvent 标记的 UFunction 所有蓝图中定义的 Events/Functions 以上三种类型的 UFunction,都可以直接在 Lua 中写同名函数来覆写,而没有任何辅助代码 覆写Blueprint...
UENUM(BlueprintType) enum ETickingGroup { /** Any item that needs to be executed before physics simulation starts. */ TG_PrePhysics UMETA(DisplayName="Pre Physics"), /** Special tick group that starts physics simulation. */ TG_StartPhysics UMETA(Hidden, DisplayName="Start Physics"), /*...
在BindInternal中使用GetFunctionList方法得到Module中定义的所有lua方法名。得到的结果存储于 TMap<FString, TSet<FName>> ModuleFunctions容器中,它是ModuleName与FunctionList的键值对,方便以后查找。 遍历得到的所有lua函数,从中找出lua覆写C++UFunction函数,目前支持"BlueprintEvent"和"RepNotifyFunc"两种宏类型。
// Disc: Call functions in a blueprint from C++ #include "MainPlayerCharacter.h" AMainPlayerCharacter::AMainPlayerCharacter (constclassFObjectInitializer& PCIP) : Super( PCIP) { // The BP is located at /Game/Blueprints/TestTest folder. ...
Bugfix: Functions can now be properly overridden that are nested in an Interface Inheritance Hierarchy. Bugfix: Changes made to settings in the Blueprint Profiler will now persist. Bugfix: Changes to string literals that only affect case are properly applied (e.g. 'Hello' can be changed to...
在C++中调用Blueprint的函数 先吐槽,这个时候其实建议使用Interface来进行调用会清晰的多,以下方式只是Trick…… // MainPlayerCharacter.cpp // By: Noah Zuo // Disc: Call functions in a blueprint from C++ #include "MainPlayerCharacter.h" AMainPlayerCharacter::AMainPlayerCharacter (const class FObjectInit...
MD_NativeMakeFunction Metadata that flags make/break functions for specific struct types. MD_NeedsLatentFixup MD_NotAllowableBlueprintVariableType If true, this class, struct, or enum is not valid for use as a variable in a blueprint. MD_NotThreadSafe Function marked as explicitly not thread...