接入教程(UnrealEngine) 一、导入插件 按照GCloudSDK 文档指引,将 SDK 导入工程中。 二、配置环境 请先参考环境配置文档。 如果你接入了 GCloudSDK,以下关于 Android、iOS 的文件配置操作请参考 GCloud 文档。 2.1 Android 在MSDK_UPL.xml 文件的 androidManifestUpdates 节点,加入每个渠道功能中必需的权限。
Unreal Engine Blueprint API Reference Unreal Engine C++ API Reference Unreal Engine Python API Documentation Developer Documentation Unreal Engine Unreal Engine 5.3 Documentation Unreal Engine Blueprint API Reference Parse Json as Class Reference Parse Json as Class Reference Parse Json as Class Reference ...
Reference to creating and implementing gameplay classes. Every gameplay class in Unreal Engine is comprised of a class header file (.h) and a class source file (.cpp). The class header contains the declarations of the class and its members, such as variables and functions, while the class ...
在My Blueprint标签上创建新的变量并命名为GameManager。 点击细节面板Variable Type旁边的下拉菜单,找到BP_GameManager并选择BP Game Manager\Object Reference(译者注:就是把GameManager设为BP_GameManager类型)。 设置引用 点击编译并打开BP_GameManager。 定位到Create Widget节点并左键拖拽Return Value引脚,然后在空白处...
字符串操作(\Engine\Source\Runtime\Core\Public\Containers\StringConv.h) 虚幻的反射系统利用特殊的宏来对变量做标记。对C++代码文件进行语法分析,识别出特殊的宏,提取出对应的数据。然后生成代码,在初始化时运行生成的代码,将收集到的数据保存。 虚幻的宏 宏定义[4] 反射宏名称作用 UCLASS 用于告诉虚幻为类生成...
//当销毁时,由engine调用 function Destroyed() { //从拥有者的武器装备中移除 if( Pawn(Owner)!=None ) Pawn(Owner).DeleteInventory( Self ); } 函数 声明函数 在UnrealScript中,你可以声明新的函数及为已存在的函数书写一个新的版本(重写这些函数)。函数可以带有一个或多个参数(可以是UnrealScript支持的...
https://docs.unrealengine.com/5.2/zh-CN/string-handling-in-unreal-engine/ https://docs.unrealengine.com/5.0/zh-CN/epic-cplusplus-coding-standard-for-unreal-engine/ https://www.tomlooman.com/unreal-engine-cpp-guide/ https://en.cppreference.com/w/cpp/language/types https://zhuanlan.zhihu....
The computer that runs the Unreal Engine application with the Pixel Streaming plugin must have one of the following types of graphics hardware: NVIDIA GPU hardware that supports Hardware-Accelerated Video Encoding (NVENC). See thematrix of supported devicesfrom NVIDIA. ...
Class names can be specified in the project cooking settings in the editor All engine classes that relied on “Needs Load For Server” or “Needs Load For Client” have been moved over to the config based system. “Needs Load For Server” and “Needs Load For Client” still function as...
// Function implementation://UEDemoLevelScriptActor.h:classUEDEMO1_APIAUEDemoLevelScriptActor:publicALevelScriptActor,publicSetTMGDelegate{public:voidOnEvent(ITMG_MAIN_EVENT_TYPE eventType,constchar* data); }//UEDemoLevelScriptActor.cpp:voidAUEDemoLevelScriptActor::OnEvent(ITMG_MAIN_EVENT_TYPE event...