zoukankan      html  css  js  c++  java
  • [UE4]C++中SpawnActor用法(动态创建Actor)

    C++中创建一个Level并添加的Runtime当中

    Level.Add(GetWorld()->SpawnActor<ABuildingModLevel>()); 

    C++中Spawn一个基于蓝图的Actor

    https://answers.unrealengine.com/questions/60897/spawn-actorobject-from-code.htm

    Here is how I spawn a blueprint via C++. Note that the blueprint I spawn has a base class that was created in C++ also.

    .h

    TSubclassOf<YourClass> BlueprintVar; // YourClass is the base class that your blueprint uses 

    .cpp(注意,这段代码必须放在构造函数中。UE4其他类型的蓝图,比如Widget蓝图,都可以通过下面这种方式加载。)

    ClassThatWillSpawnTheBlueprint::ClassThatWillSpawnTheBlueprint(const class FPostConstructInitializeProperties& PCIP)  
        : Super(PCIP)  
    {  
        static ConstructorHelpers::FObjectFinder<UBlueprint> PutNameHere(TEXT("Blueprint'/Path/To/Your/Blueprint/BP.BP'"));  
        if (PutNameHere.Object)   
        {  
            BlueprintVar = (UClass*)PutNameHere.Object->GeneratedClass;  
        }  
    }  

    PutNameHere is just an arbitrary name you give to the constructor helper. The path to your blueprint is found by finding your blueprint in the content browser, right clicking it, and choosing Copy Reference. Then, just paste that in between the quotes.

    Now, you're ready to spawn the blueprint. You can do it in BeginPlay() or wherever, just not in the constructor.(这段代码必须放在非构造函数中,比如BeginPlay()中

    UWorld* const World = GetWorld(); // get a reference to the world  
    if (World)   
    {  
        // if world exists  
        YourClass* YC = World->SpawnActor<YourClass>(BlueprintVar, SpawnLocation, SpawnRotation);  
    }  

    If you don't know your SpawnLocation or SpawnRotation you can just throw in FVector(0,0,0) and FRotator(0,0,0) instead.

    So, since your blueprint base class was also created in C++ this makes it easy to interact with your blueprint from code. It's as simple as YC->SomeVariable = SomeValue. Hope that helps.

    APuzzleBlock* NewBlock = GetWorld()->SpawnActor<APuzzleBlock>(BlockLocation, FRotator(0,0,0));
  • 相关阅读:
    数据结构—堆排序
    关于《数据结构》课本KMP算法的理解
    KMP字符串匹配算法
    POJ 3784 Running Median(动态维护中位数)
    C++ STL 全排列
    数据结构——哈夫曼(Huffman)树+哈夫曼编码
    算法与数据结构实验6:逆序对(归并排序)
    C++ STL 优先队列 priority_queue 详解(转)
    现在和未来
    Karen and Coffee CF 816B(前缀和)
  • 原文地址:https://www.cnblogs.com/timy/p/8622617.html
Copyright © 2011-2022 走看看