属性说明符 When declaring properties,Property Specifierscan be added to the declaration to control how the property behaves with various aspects of the Engine and Editor. Metadata Specifiers 声明类、接口、结构体、列举、列举值、函数,或属性时,可添加元数据说明符来控制其与引擎和编辑器各方面的相处方式。
应该是修改 https://github.com/Tencent/puerts/tree/master/unreal/Puerts/PuertsEditor 里的ts工程,然后编译。 你是直接修改js。 导致我后面修改ts重新编译把你的提交给冲掉了:d947d10 chexiongsheng mentioned this pull request Dec 11, 2024 [unreal]fix:修复一处拼写错误,正确应当为:uproperty.EditDefaultsO...
List of UCLASS Specifiers(opens new window) List of UPROPERTY Specifiers(opens new window) List of UFUNCTION Specifiers(opens new window) List of USTRUCT Specifiers(opens new window) Object/Actor迭代器 对象迭代器是一个很有用的工具,用来迭代某个特定UObject类型和它子类的所有实例。 // Will find A...
UPROPERTY() Allows marking-up variables, and exposing them to theProperty System (Reflection)of Unreal. Commonly used to expose your C++ to Blueprint but it can do a lot more using this large list ofproperty specifiers. Again, it’s worth checking outBenUI’s articleon UPROPERTY specifiers. ...
UStruct supportsUProperty, but are not managed by the Garbage Collection system and cannot provide the functionality of aUFunction. Struct Specifiers Best Practices & Tips Below are some helpful tips to remember when you useUStruct: UStructcan use Unreal Engine'ssmart pointerand garbage collection sys...
UPROPERTY说明符列表 https://docs.unrealengine.com/4.27/zh-CN/ProgrammingAndScripting/GameplayArchitecture/Properties/Specifiers/ UFUNCTION说明符列表 https://docs.unrealengine.com/4.27/zh-CN/ProgrammingAndScripting/GameplayArchitecture/Functions/Specifiers/ ...
Add#if WITH_EDITORONLY_DATAprecompiler directive blocks around the properties that are moving to the new struct, and mark them with_DEPRECATEDsuffixes in the original class. Additionally, remove all UProperty Specifiers and set the properties toprivateaccess. Do not change other portions of your co...
A UObject class can include native-only properties that are not marked for reflection with UFUNCTION or UPROPERTY specifiers. However, only functions and properties that are marked withspecifiermacros will get listed within their corresponding UCLASS. ...
Object destruction is handled automatically by the garbage collection system when an Object is no longer referenced. This means that no UPROPERTY pointers, engine containers, TStrongObjectPtr, or class instances should have any strong references to them.Weak Pointers have no impact on ...
TheConfig,UCLASS, andUPROPERTYspecifiers are inherited. This means that a child class can either read in or save out all variables specified asConfigin the parent class, and they will be in the same configuration file category. The variables will all be under a section title with the child ...