ENUM() enum class EItemType : uint8 { None UMETA(DisplayName = "None"), Radio UMETA(DisplayName = "Radio"), Trophy UMETA(DisplayName = "Trophy"), Spaceship UMETA(DisplayName = "Spaceship"), }; 结构体 #include "Engine/DataTable.h" USTRUCT(BlueprintType) struct FItemInformationTable :...
UENUM() enum class EGender : uint8{ boy,girl }; //EGender枚举 UCLASS() class USINGDATA_API UPerson : public UObject{ //Person对象类 GENERATED_BODY() }; UCLASS(DefaultConfig) class USINGDATA_API UStudent : public UPerson{ //Student对象类 GENERATED_BODY() public: UPROPERTY(EditAnywhere...
接着提供构建AWeapon的UClass信息,类似构建UFunction一般,其填充了一个FClassParams的结构体,主要内容包括但不限于: 成员变量列表 函数列表 类标记(即 UCLASS 宏中标记) constUE4CodeGen_Private::FClassParams Z_Construct_UClass_AWeapon_Statics::ClassParams = { &AWeapon::StaticClass, "Engine", &StaticCppCl...
如上面的代码片段所示,我们只需要向LoadBuiltInGameFeaturePlugins中传入一个加载过滤函数即可,这个过滤函数的调用逻辑在Engine\Plugins\Experimental\GameFeatures\Source\GameFeatures\Private\GameFeaturesSubsystem.cpp中可以找到: voidUGameFeaturesSubsystem::LoadBuiltInGameFeaturePlugin(constTSharedRef<IPlugin>&Plugin,FBu...
关联github账号:需要在个人账户页面https://www.unrealengine.com/dashboard/settings 中填写Github的用户名 之后收到邮件,确认加入Epic Game Github账号邀请 官网githunb地址:EpicGames/UnrealEngine: Unreal Engine source code (github.com) UE4 中文手册:虚幻引擎4文档 | 虚幻引擎文档 (unrealengine.com) ...
https://docs.unrealengine.com/4.27/en-US/TestingAndOptimization/ReplaySystem/ 根据上面的阐述,我们已经得到了实现回放系统的基本思路: 1. 录制:就像服务器网络同步一样,每帧去记录所有对象(Actor)的状态信息,然后通过序列化的方式写到一个缓存里面。
Unreal Engine 4的常见Tips 算到现在使用UE4大概有两年了吧,从它每月还收费19美金的时候用到现在4.11都出来了。这是一款很强大的引擎,因此我也总结了方方面面的一些经验,这篇博客会时时更新。 锁帧 直接修改引擎设置的方法: 在config/ConsoleVariables.ini中找到[Startup] ...
Unreal API 以坐标系统的形式发送数据,时钟周期与 Unreal Engine 同步。4.26 4.25 EWMRHandKeypoint 枚举描述了手的骨骼层次结构。 可以在蓝图中找到每个关键点: 完整的 C++ 枚举如下所示: C++ 复制 enum class EWMRHandKeypoint : uint8 { Palm, Wrist, ThumbMetacarpal, ThumbProximal, ThumbDistal, Thumb...
How to pass a vector struct from one header file to class in another header file 1 Struct defined in header and included in two source codes is only defined in one 0 Header files included in stdafx.h are not found 1 How to use C++ functions correctly in Unreal ...
Keywords used when declaring UClasses to specify how the class behaves with various aspects of the Engine and Editor. On this page Metadata Specifiers When declaring classes, Class Specifiers can be added to the declaration to control how the class behaves with various aspects of the Engine ...