如果想实现只供某一个类使用的Blueprint函数,方式是类似的,只是不要再继承UBlueprintFunctionLibrary类,同时函数也无需再声明成static即可。 虽然能够在Blueprint中调用一个C++实现的方法是很不错,但在实际中我们还会需要其他的交互方式,比如由C++代码去触发一系列的Blueprint动作,以及让Blueprint
Get the currently opened level sequence asset See: ULevelSequenceEditorBlueprintLibrary::GetCurrentLevelSequence Return type: LevelSequence classmethod get_current_level_sequence_current_frame() → int32 Get the current playback position in frames Return type: int32 classmethod...
("Blueprint'/Game/DLC/BP_PakTest1.BP_PakTest1_C'")); if (BP_PakTestClass) { GetWorld()->SpawnActor<AActor>(BP_PakTestClass, FVector::ZeroVector, FRotator::ZeroRotator); Result = true; } else UE_LOG(LogTemp, Error, TEXT("Load BP_PakTest1 Class Failed")); // 遍历 pak 里的...
PakFile->SetMountPoint(*MountPoint);UE_LOG(LogTemp, Warning,TEXT("New Mount Point Full Path: %s"), *MountPoint);#endif// 对pak文件进行挂载if(PakPlatformFile->Mount(*PakPath,1, *MountPoint)) {// 加载 pak 里的资源UClass* BP_PakTestClass =LoadClass<AActor>(nullptr,TEXT("Blueprint'/...
#pragma once #include "CoreMinimal.h" #include "Components/SceneComponent.h" #include "LookComponent.generated.h" UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) class THIRDPROJECT_API ULookComponent : public USceneComponent { GENERATED_BODY() public: // Sets default values for...
Blueprint函数库的blueprint循环/for/while节点EN您应该使用UBlueprintAsyncActionBase而不是UBlueprint...
在ContentExamples 中查看 BlueprintRenderToTarget 地图以了解可以运行的示例!新货:对顶点动画支持 Alembic 导入(试验功能)现在支持 Alembic 动画导入了!Alembic 使得复杂动画能够被离线制作,并在 UE4 中实时渲染!该功能目前仍处于试验阶段,各位可以试用并给我们反馈意见。
PluginBlueprintLibrary.get_plugin_editor_custom_virtual_path() PluginBlueprintLibrary.get_plugin_mounted_asset_path() PluginBlueprintLibrary.get_plugin_name_for_object_path() PluginBlueprintLibrary.get_plugin_version() PluginBlueprintLibrary.get_plugin_version_name() PluginBlueprintLibrary.is_plugin_mo...
public UBlueprintFunctionLibrary { DECLARE_DYNAMIC_DELEGATE_OneParam(FOnAssetLoaded, class UObject*, Loaded); UFUNCTION(BlueprintCallable, meta = (Latent, LatentInfo = "LatentInfo", WorldContext = "WorldContextObject", BlueprintInternalUseOnly = "true"), Category = "Utilities") static void Load...
如何在创建Gameplay系统期间,设计师将需要能够调用C++程序员创建的函数。而程序员也要能够从C++代码调用蓝图中实现的函数。 首先来让CalculateValues()能够从蓝图调用。 如下所示: 代码语言:javascript 代码运行次数:0 运行 AI代码解释 UFUNCTION(BlueprintCallable,Category="Damage")voidCalculateValues(); ...