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原创 行为树中的"Observer Aborts"属性以及相关
One critical thing you'll notice if you select either the "Needs Ammo" or "Has Enemy" nodes in the BotBehavior tree is that they are both set to "Observer Aborts" "Lower Priority". Our conditional dec...
2018-10-28 17:05:30 2025
原创 选中物体后自定义显示内容
先列代码:// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.#pragma once#include "CoreMinimal.h"#include "UObject/ObjectMacros.h"#include "Components/PrimitiveComponent.h"#include "Pala...
2018-10-26 14:43:00 629
原创 游戏内生成唯一的值
SIZE_T GetTypeHash() const override{ static size_t UniquePointer; return reinterpret_cast<size_t>(&UniquePointer);}来自虚幻4的代码。
2018-10-19 16:54:01 279 1
原创 自定义Struct的Detail界面
结构体如下:USTRUCT(BlueprintType)struct FPaladinNPCPatrolActionInfo{ GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite) EPaladinNPCActionType ActionType; //ActionType为GotoTarget的时候生效,指...
2018-10-17 17:10:24 911
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