Bugfix: Fixed Asset Pointer remapping issues for duplicated level packages (level Save As, level Duplicate). Bugfix: Updated most Box functions to use FORCEINLINE to improve Debug Game performance. Bugfix: Made Launcher Tasks have unique names so we don't end up with stat name collisions which...
Bugfix: Fixed Asset Pointer remapping issues for duplicated level packages (level Save As, level Duplicate). Bugfix: Updated most Box functions to use FORCEINLINE to improve Debug Game performance. Bugfix: Made Launcher Tasks have unique names so we don't end up with stat name collisions which...
structConverter<CLS> \ { \ staticv8::Local<v8::Value>toScript(v8::Local<v8::Context> context, CLS value) \ { \ return::PUERTS_NAMESPACE::DataTransfer::FindOrAddCData( \ context->GetIsolate(), context, DynamicTypeId<CLS>::get(&value),newCLS(value),false); \ ...
PointerPoseInfo 結構可以提供下列手部數據的相關信息: 原點– 手部的來源 方向– 手的方向 向上 –手 部向上向量 方向 – 方向 四元數 追蹤狀態– 目前的追蹤狀態 您可以透過藍圖存取 PointerPoseInfo 結構,如下所示: 或使用 C++: C++ 複製 struct FPointerPoseInfo { FVector Origin; FVector Direction; FVecto...
记录下ScriptStruct,如果类型不一致才new? if (!PassByPointer) if (LIKELY(!ForceNoCache)) // default: false { auto Iter = StructMap.find(Ptr); if (Iter != StructMap.end()) auto Iter = StructCache.find(Ptr); if (Iter != StructCache.end())...
(constTArrayView<int32>AddedIndices,int32FinalSize)const;voidPostReplicatedChange(constTArrayView<int32>ChangedIndices,int32FinalSize)const;#endif//UE_REPLICATION_COMPILE_CLIENT_CODE/** Pointer to the IClientBubbleHandlerInterface derived class in the class derived from this one */IClientBubbleHandler...
AbsoluteToLocal(MouseEvent.GetScreenSpacePosition());//将鼠标位置从屏幕空间转换到控件的本地空间 return FReply::Handled().CaptureMouse(SharedThis(this)); //开始高频率捕获全局的鼠标移动 } return FReply::Handled(); } FReply OnMouseMove(const FGeometry& MyGeometry, const FPointerEvent& Mouse...
unreal.PointerEvent unreal.PolyglotTextData unreal.PolygonGroupID unreal.PolygonID unreal.PoseDriverTarget unreal.PoseDriverTransform unreal.PoseLink unreal.PoseLinkBase unreal.PoseSnapshot unreal.PositionHistory unreal.PostProcessSettings unreal.POV unreal.PredictProjectilePathParams unreal.PredictProjectilePathPoin...
struct TWeakObjectPtr : private TWeakObjectPtrBase 可以看出TWeakObjectPtr是一个模板类,它继承自TWeakObjectPtrBase(一般默认为FWeakObjectPtr)。TWeakObjectPtr的模板参数T表示要引用的UObject派生类的类型,而模板参数TWeakObjectPtrBase表示实际弱引用实现的类型,也就是说TWeakObjectPtr实际上是FWeakObjectPtr的模版化...
在UPROPERTY宏中添加meta=(RequiredAssetDataTags = "RowStructure=*YoureRowTypeHere*")所以在你的例子...