* Enum for the extensions that a package payload can be stored under. * Each extension can be used by only one EPackageSegment * EPackageSegment::Header segment has multiple possible extensions * Use LexToString to convert an EPackageExtension to the extension string to append to a file's ...
TypeNameDescription execOut execCast Failed classAs Rig VMEnum Node Ask questions and help your peersDeveloper Forums Write your own tutorials or read those from othersLearning Library
Unreal Engine works the same way: you can create entirely new Component classes, using either Blueprint or C++, and add them to any Actor. Similar to adding Blueprint to an Actor, you can add Components to an Actor in one of two ways: From the Actor'sDetailspanel. From theEdit...
FStrProperty* StringProperty = CastField<FStrProperty>(Property); // 获取提供的“容器”中属性值的指针。 void* Addr = StringProperty->ContainerPtrToValuePtr<void>(Student); FString PropertyValue = StringProperty->GetPropertyValue(Addr);// 获取属性值 StringProperty->SetPropertyValue(Addr, "LiSi"...
localintRemoveIndex; \ RemoveIndex=On`{CallbackName}Delegates.Find(Callback); \if(RemoveIndex !=INDEX_None) \ { \ On`{CallbackName}Delegates.Remove(RemoveIndex,1); \ } \ }//取消宏定义`undefine(INCLUDE_GAME_STATS) 文件包含 `include(TGOnlineLogicMacros.uci) ...
=PassHandle){Texture->LastPass=PassHandle;Texture->PassStateIndex=static_cast<uint16>(Pass->TextureStates.Num());PassState=&Pass->TextureStates.Emplace_GetRef(Texture);}else{PassState=&Pass->TextureStates[Texture->PassStateIndex];}PassState->ReferenceCount++;EnumerateSubresourceRange(PassState->...
If you are running multiple threads within the same class, you may want to preface your global variables withthread_local. This will guarantee that each thread receives its own individual instances of the variables. std::atomic By wrapping a variable in anatomic, such asstd::atomic<int> i;,...
ACameraActor* camera =Cast(vt);if(camera) {//do stuff} 使用GetPlayerCameraManager函数 autocamera = UGameplayStatics::GetPlayerCameraManager(WorldContext,0); 其中的WorldContext是世界上下文参数。 Enumeration in C++ UENUM()namespaceEBattleState ...
virtual void GotoCheckpointIndex(const int32 CheckpointIndex, const FGotoCallback& Delegate, EReplayCheckpointType CheckpointType) = 0; virtual void GotoTimeInMS(const uint32 TimeInMS, const FGotoCallback& Delegate, EReplayCheckpointType CheckpointType) = 0; ...
ObjectSerialNumber是一个递增的数字,每当通过UObject去创建一个FWeakObjectPtr时都会递增,也就是ObjectSerialNumber并不会重复(当然你可能会担心int32会不会爆掉,但是你得先创建21亿个FWeakObjectPtr,如果真出现这种问题,你应该优先考虑为什么会有21亿个FWeakObjectPtr,而不是担心它会爆掉),同时这里会对FUObjectItem...