UObjectBaseUtility没有额外属性,提供了一系列引擎内部使用的方法,我们不必太关心。 UObject扩展出了一些生命周期方法,以及最重要的序列化方法Serialize(),调用UObject#Serialize()即可完成对象的序列化或反序列化。 另外全局对象表代码在 /Source/Runtime/CoreUObject/Private/UObject/U
FObjectInitializer Internal class to finalize UObject creation (initialize properties) after the real C++ constructor is called. FObjectInstancingGraph FObjectKey FObjectKey is an immutable, copyable key which can be used to uniquely identify an object for the lifetime of the application FObject...
为达到完全的灵活性,UObjects的新实例可以通过ConstructObject()函数来进行创建。此函数调用分配对象的StaticConstructObject()函数,执行 ClassConstructor并执行任何初始化任务,例如载入配置属性,载入本地化属性以及实例化组件。 template<classT> T* ...
UObjects do not support constructor arguments. All C++ UObjects are initialized on engine startup, and the engine calls their default constructor. If there is no default constructor, your UObject will not compile. UObject constructors should be lightweight and only used to set up default values...
usingUnrealBuildTool;usingSystem.Collections.Generic;publicclassGameLiftUnrealApp:ModuleRules{publicGameLiftUnrealApp(TargetInfo Target){PublicDependencyModuleNames.AddRange(newstring[]{"Core","CoreUObject","Engine","InputCore","GameLiftServerSDK"}); bEnableExceptions =true; } } ...
BindUFunction(this, n"OnDelegateExecuted"); // You can also create new bound delegates by using the constructor: StoredDelegate = FExampleDelegateSignature(this, n"OnDelegateExecuted"); } UFUNCTION() private void OnDelegateExecuted(UObject Object, float Value) { Print(f"Delegate was executed ...
柔軟性を極めるために、 UObjects の新規インスタンスは ConstructObject()関数を使って作成することができます。この関数は Object を割り当てる StaticConstructObject() を呼び出し、ClassConstructor を実行し、config プロパティの読み込み、ローカライズされたプロパティの読み...
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述一个类的结构,本身与业务类无实际耦合关系,每个标记了UCLASS(...)宏的 class ...
UStaticMeshComponent* GetMeshComponent() const {return MeshComponent;} }; #include "GameFramework/DefaultPawn.h" #include "UObject/ConstructorHelpers.h" #include "Engine/World.h" #include "Components/StaticMeshComponent.h" #include "GameFramework/PlayerController.h" ...
In Unreal Engine, if you crate your ownUObjectderived type, you can instantiate it like this: UMyObject* NewObj = NewObject<UMyObject>();Copy full snippet AActors and SpawnActor Actors are spawned using theSpawnActormethod on a World (UWorldin C++) object. Some UObjects provide a...