unreal.LandmassBlueprintFunctionLibraryclass unreal.LandmassBlueprintFunctionLibrary(outer:Object | None=None, name: Name | str = 'None') Bases: BlueprintFunctionLibraryLandmass Blueprint Function LibraryC++ Source:Plugin: Landmass Module: LandmassEditor File: LandmassBPEditorExtension.h...
Creating a Blueprint Function Library is very similar to exposing functions to Blueprints using the UFUNCTION() macro. Instead of deriving from an Actor or directly from UObject all Blueprint Libraries inherit from UBlueprintFunctionLibrary. They should also contain only static methods. The code be...
在内容浏览器里面新建一个Blueprint Function Library类,这个相当于全局函数库,所有的蓝图都能获取这里面的公有函数。 在左边的My Blueprint窗口的FUNCTIONS分栏里,点击加号可以创建新的公有函数,然后在Details窗口中设置输入与输出。 然后就可以在其他蓝图中使用这个函数了。(下图位于关卡蓝图中。) 单例 单例的意思是...
其中比较值得让人注意的地方是,如果参数使用 数组 需要用 unreal.Array 来封装。 importosimportunreal# NOTE 生成一个 Unreal Class 对象@unreal.uclass()classPyBPFunctionLibrary(unreal.BlueprintFunctionLibrary):# NOTE 蓝图库分类设置为 Python Blueprint@unreal.ufunction(static=True,meta=dict(Category="Python ...
UFUNCTION(BlueprintCallable) static void PrintSumFromLib(float a, float b); 然后,在其源文件中包含头文件“OrfeasMathLibrary.h”(或确保与 lib 文件中的 C++ 类的名称匹配)。 然后,输入 PrintSumFromLib 函数的以下实现: void UOrfeasBlueprintFunctionLibrary::PrintSumFromLib(float a, float b) ...
继承自UBlueprintFunctionLibrary类中,凡是具备BlueprintCallable属性的UFUNTION即可在Blueprint中被调用 如果UFUNCTION还带有BlueprintPure属性,那么意味着这个函数不会修改任何游戏状态,因此无需exec链的触发(在Blueprint中体现为没有白线输入),可以在任何时刻被调用获取其结果 ...
Blueprint函数库的blueprint循环/for/while节点EN您应该使用UBlueprintAsyncActionBase而不是UBlueprint...
但是这样的接口蓝图中是无法使用的,蓝图完全无法知道它的存在。你可以再用Blueprint Function Library的方式再包装一层,但是我觉得这不是很好。 在蓝图中实现Event接口: 之前的NPCActor因为已经继承了ITargetInterface所以,你在蓝图编辑器里可以直接实现OnInteract接口事件。
Bugfix: Fixed an issue where including a period in the name of a Blueprint function would cause double clicking the function name to do nothing instead of open its Blueprint Graph. Bugfix: Fixed an issue where multiple Primitive types (eg. Vector, Rotator, Transform) would not automatically...
Bugfix: Fixed an issue where including a period in the name of a Blueprint function would cause double clicking the function name to do nothing instead of open its Blueprint Graph. Bugfix: Fixed an issue where multiple Primitive types (eg. Vector, Rotator, Transform) would not automatically...