H
UFUNCTION(BlueprintNativeEvent)
void EventName();
virtual void EventName_Implementation();
EventName事件发生时会调用这个函数
CPP
void ClassName::EventName_Implementation()
这个宏是UE4的强制内联函数,用于优化,返回Mesh的指针给Pickup
FORCEINLINE class UStaticMeshComponent *GetMesh() const { return PickupMesh;}
//BlueprintPure 此函数不会以任何方式影响其从属对象,并且可在蓝图或关卡蓝图图表中执行。
UFCUNTION相关
https://docs.unrealengine.com/latest/CHN/Programming/UnrealArchitecture/Reference/Functions/index.html
UFUNCTION(BlueprintPure, Category = "PickUp")
UFUNCTION(BlueprintCallable, Category = "PickUp")
UFUNCTION(BlueprintNativeEvent)
UFUNCTION(BlueprintImplementableEvent,Category="Power")
UPROPERTY相关
https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Properties/index.html
//这个属性就是可以让你在编辑器中修改组件,因为目前版本不加这个可能会无法修改吧,到时候试试看
UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="Power",Meta=(BlueprintProtected="true"))
UPROPERTY(VisibleAnywhere,BlueprintReadOnly,Category="Pickup",meta=(AllowPrivateAccess ="true"))
class UStaticMeshComponent *PickupMesh;
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总结一下,需要与蓝图交互的函数与变量会使用UFUNCTION,UPROPERTY宏,不需要的这不需要使用这些宏。
案例中使用的随机数相关代码
包含头文件
#include "Kismet/KismetMathLibrary.h"
FMath::FRandRange(float inMin,float inMax)
HUD部分
之前需要在项目中的CS文件中添加UMG模块之后,在对应的CPP文件中添加,不过我不太建议在C++文件中做HUD操作
PrivateDependencyModuleNames.AddRange(newstring[]{"Slate","SlateCore"});
#include "Blueprint/UserWidget.h"
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Power", Meta = (BlueprintProtected = "true"))
TSubclassOf<class UUserWidget> HUDWidgetClass;
HUD实例
UPROPERTY()
class UUserWidget *CurrentWidget;
if (HUDWidgetClass!=nullptr)
{
CurrentWidget = CreateWidget<UUserWidget>(GetWorld(), HUDWidgetClass);
if (CurrentWidget!=nullptr)
{
CurrentWidget->AddToViewport();
}
}