UE4 chapter2
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2022-06-10 23:33:37
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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
-
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"),
};