UE4 从UClass中访问变量或者函数

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);
}
	

 

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