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  • UE4 4.25 头文件 反射UI

    //反射UI
    UPROPERTY(meta = (BindWidget))
      class UNamedSlot* InventoryWidgetSlot;
    
    //反射UI
    UPROPERTY(meta = (BindWidget))
      class UHorizontalBox* GameButtonSlot;

    加载Widget

    UMainWidget* AInventorySystemHUD::GetMainWidget()
    {
        if (!MainWidget)
        {
            //加载指定模板类
            TSubclassOf<UMainWidget>MainWidgetClass = LoadClass<UMainWidget>
                (
                    GetWorld(),
                    TEXT("WidgetBlueprint'/Game/BluePrint/MainWidget_WBP.MainWidget_WBP_C'") //加载蓝图资源后缀_C
                    );
    
            check(MainWidgetClass && "MainWidgetClass == NULL");
    
            //创建MainWidget
            MainWidget = CreateWidget<UMainWidget>(GetWorld(), MainWidgetClass);
            //添加到视口
            MainWidget->AddToViewport();
        }
    
        check(MainWidget && "MainWidget == NULL");
        return MainWidget;
    
    }

     

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  • 原文地址:https://www.cnblogs.com/max404/p/14288572.html
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