UE4 常用的宏

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UE4 常用的宏

UE4 常用的宏

UCLASS

  • Blueprintable 可创建蓝图
  • BlueprintType 可作为蓝图变量
  • NotBlueprintType 不可作为蓝图变量

UPROPERTY

  • EditAnywhere 蓝图类和实例可编辑
    • EditDefaultsOnly 蓝图类可编辑
    • EditInstanceOnly 实例可编辑
  • BlueprintReadWrite 蓝图类可读可写get/set
    • BlueprintReadOnly 蓝图类可读get
    • BlueprintWriteOnly 蓝图类可写set

UFUNCTION
BlueprintImplementableEvent:由蓝图实现。

UFUNCTION(BlueprintImplementableEvent)
void Jump();

BlueprintNativeEvent:c++实现默认功能,蓝图重写后调用蓝图的功能。

UFUNCTION(BlueprintNativeEvent)
void OnOverlap(AActor* OverlappedActor, AActor* OtherActor);
//绑定
OnActorBeginOverlap.AddDynamic(this, &ABaseCoin::OnOverlap);
void ABaseCoin::OnOverlap_Implementation(AActor* OverlappedActor, AActor* OtherActor) {if (Cast<ABasePlayer>(OtherActor) != nullptr){Destroy();}
}

BlueprintCallable:可供蓝图调用的函数

UFUNCTION(BlueprintCallable)
void PlayCustomDeath();

创建和销毁UCLASS

UUserProfile* newobject = NewObject<UUserProfile>(GetTransientPackage(), UUserProfile::StaticClass());
if (newobject)
{ newobject->ConditionalBeginDestroy();newobject = nullptr; 
}

强制内存回收
GetWorld()->ForceGarbageCollection( true );

创建结构体

USTRUCT()
struct xxx_API FColoredTexture
{GENERATED_USTRUCT_BODY()
public:UPROPERTY( EditAnywhere, BlueprintReadWrite, Category = HUD )UTexture* Texture;UPROPERTY( EditAnywhere, BlueprintReadWrite, Category = HUD )    FLinearColor Color;
};

创建枚举

UENUM()
enum Status
{Stopped UMETA(DisplayName = "Stopped"),Moving UMETA(DisplayName = "Moving"),Attacking UMETA(DisplayName = "Attacking"),
};

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