一.反射注册类FReflectionRegistry 在Unlua插件中的ReflectionUtils文件夹中包含了反射注册类,及所有注册时Property,Function,Class,Enum的描述类(也可以理解为信息类) Unlua有一个专门存储反射注册信息的类FReflectionRegistry,该类包含了许多的map信息,其中保存了如UStruct和FClassDesc的对应关系,UFunction和UFunctionDesc的对...
UClass :收集类数据,描述一个类的成员变量,函数,父类等信息 UEnum:收集枚举数据 UScriptStruct :收集结构体数据 UFunction:收集函数信息 以UClass 为例,其采用FProperty来储存所有的简单属性信息(如Bool,Int),而一些复合类型数据则使用UField存储(如AActor,TArray)。这里需要认识到:UClass 等反射结构其本质上只是描...
EnumCountgives you the number of elements in an enumeration, for example:ELightType.EnumCount ArrayCountgives you the number of elements in an static array, for example:ArrayCount(Touching) You can use the "const" keyword to declare constants that you can later refer to by name. For example...
#defineDECLARE_BASE_CLASS_LIGHTWEIGHT( TClass, TSuperClass, TStaticFlags, TStaticCastFlags, TPackage ) \public: \ friendvoidAutoCheckNativeClassSizes##TPackage( UBOOL&Mismatch ); \/*Identification*/\enum{StaticClassFlags=TStaticFlags}; \enum{StaticClassCastFlags=TStaticCastFlags}; \privat...
等价于 Cpp 的动态多播委托 DECLARE_DYNAMIC_MULTICAST_DELEGATE()。 不可以有返回值,必须是 void。 cpp_different 在全局作用域里声明event。 使用AddUFunction() 和Broadcast()。 被绑定的方法要声明为UFUNCTION()。 event void FExampleEvent(int Counter); class AEventExample : AActor { UPROPERTY() F...
DECLARE_CYCLE_STAT(TEXT("StylizedDataPass"), STAT_CLP_StylizedDataPass, STATGROUP_ParallelCommandListMarkers); bool GetStylizedDataShaders( const FMaterial& Material, const FVertexFactoryType* VertexFactoryType, ERHIFeatureLevel::Type FeatureLevel, ...
The third input parameterTextis the format of the string literal in the style of the C language library function printf. Log Verbosity ELogVerbosityis an enum that defines the verbosity levels of the logging system. It defines additional non-verbosity levels that allow breaking on a given log ...
//1. 声明多播委托DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnKingDeathSignature, AKing*, DeadKing);//2. 定义多播委托变量UPROPERTY(BlueprintAssignable) // 蓝图可以动态地为委托赋予事件 FOnKingDeathSignature OnKingDeath;// 多播委托实例,在Broadcast之后调用该委托上的方法//3. 调用多播委托OnKingDeath...
DECLARE_FLOAT_COUNTER_STAT(TEXT("Postprocessing"), Stat_GPU_Postprocessing, STATGROUP_GPU); Code blocks on the rendering thread can then be instrumented with SCOPED_GPU_STAT macros which reference those stat names. These work similarly to SCOPED_DRAW_EVENT. For example: SCOPED_GPU_STAT(RHICmd...
After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will b…