注释里有详解,简单来说`SpawnActor<AActor>(SpawnClass, SpawnLocation, FRotator(0.0f))` 中的模板...
第一步:Empty的工程(C++ Basic Code); 第二步:新建MyActor类; 第三步:新建一个叫做sand的Actor类: Tips:我在调试过程中遇到很恶心的事情,就是修改了代码之后发现没有用,这可能是热加载失败的表现,请重新打开UE4(VS不用重启)。 第四步: Sand文件不用修改,只需要修改MyActor的文件如下: ▼代码开始//Fill o...
AActor的创建和销毁: //运行时动态创建Actor AMyActor* SpawnedActor = GetWorld()->SpawnActor<AMyActor>(SpawnActorOfLocation,SpawnActorOfRotation); //销毁创建的Actor SpawnedActor->Destroy(); 其它类如和UActorComponent的创建和销毁: //构造函数中创建UActorComponent UActorComponent* MyActorComponent =...
4.1 创建一个简单的 Actor 代码语言:csharp 复制 usingUnrealEngine.Runtime;[Class]publicclassMySimpleActor:Actor{[Property]publicstringMyProperty{get;set;}="Hello, World!";publicoverridevoidBeginPlay(){base.BeginPlay();UELog.Log($"MySimpleActor BeginPlay:{MyProperty}");}publicoverridevoidTick(float...
在Unreal Engine 中,C# 类通常继承自UObject或其子类。例如,创建一个简单的 Actor 类: usingUnrealEngine.Runtime;[Class]publicclassMyActor:Actor{[Property]publicstringMyProperty{get;set;}publicoverridevoidBeginPlay(){base.BeginPlay();UELog.Log("MyActor BeginPlay");}} ...
T*SpawnActor ( UClass* Class, FVectorconst& Location, FRotatorconst& Rotation, AActor* Owner=NULL, APawn* Instigator=NULL, boolbNoCollisionFail=false ) { return(Class !=NULL) ?Cast<T>(GetWorld()->SpawnActor(Class, NAME_None, &Location, &Rotation,NULL, bNoCollisionFail,false, Owner, Inst...
D:\MyProjects\UE4Projects\RPGProject\Source\RPGProject\Private\RPGBaseCharacter.cpp(170) : error C2662: ??T *UWorld::SpawnActor<ACursorDecal>(UClass *,const FVector &,const FRotator &,const FActorSpawnParameters &)??: ???this???const UWorld???UWorld &?? with [ T=ACursorDecal ] D...
如何创建,同步一个 Actor 的应用层流程基本梳理完毕,但是显然需要知道其后面的原理,由此引出如下问题在后续的文章中解决: UE 中网络同步的整体框架是如何驱动的? UE 中如何利用这个网络同步的框架同步一个 Actor?其从服务端执行 SpawnActor 开始到客户端接收到请求并创建出 Actor 的流程及调用堆栈是怎样的?
Using Blueprint, I can SpawnActorFromClass with a StaticMeshActor, but with a Python script via the builtin Python Script plugin, unreal.EditorLevelLibrary().spawn_actor_from_class(ue.Class(name='StaticMeshActor'), location, rot) I got: LogPython: Error: TypeError: EditorLevelLibrary: ...
World->SpawnActor<AGameSession>UWorld::BeginPlayAGameMode::StartPlay()FCoreUObjectDelegates::PostLoadMapWithWorld.Broadcast EngineTick循环FEngineLoop::Tick()UGameEngine::TickUWorld::TickUWorld::RunTickGroupFTickTaskManager::RunTickGroup<...>FActorTickFunction::ExecuteTickAActor::TickActor ...