定义两个类TestA TestB
再TestB中添加TSubClass<Test>A 变量
在testB的函数中方为TestA的变量
TestA.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "TestA.generated.h"
UCLASS()
class MYPROJECT_API ATestA : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ATestA();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
int32 a = 10;
};
TestB.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "TestA.h"
#include "TestB.generated.h"
UCLASS()
class MYPROJECT_API ATestB : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ATestB();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSubclassOf<ATestA> AClass;
};
TestB.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "TestB.h"
// Sets default values
ATestB::ATestB()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void ATestB::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ATestB::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
UE_LOG(LogTemp, Warning, TEXT("a = %d"), AClass->GetDefaultObject<ATestA>()->a);
}