U++ BlueprintImplementableEvent事件

.h:

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Templates/SubclassOf.h"
#include "UObject/NoExportTypes.h"
#include "Components/BoxComponent.h"
#include "SpawnVolume.generated.h"

UCLASS()
class MYCTEST_API ASpawnVolume : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ASpawnVolume();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
		class UBoxComponent* SpawningBox;

	UFUNCTION(BlueprintPure)
		FVector GetSpawnPoint();

	UFUNCTION(BlueprintImplementableEvent)//当函数类型为BlueprintImplementableEvent时,不能去在cpp去写它的函数定义,而要在类的蓝图去实现
		void CustomEvent();

	UFUNCTION(BlueprintCallable)
		FVector GetSpawnPointDummy(FVector Value);

	UPROPERTY(EditAnywhere, BlueprintReadOnly)
		TSubclassOf<class AActor> PawnToSpawn;

};

.cpp:

// Fill out your copyright notice in the Description page of Project Settings.


#include "SpawnVolume.h"

// Sets default values
ASpawnVolume::ASpawnVolume()
{
 	// 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;

}

FVector ASpawnVolume::GetSpawnPoint()
{
	return FVector();
}

FVector ASpawnVolume::GetSpawnPointDummy(FVector Value)
{
	CustomEvent();

	return FVector();
}

// Called when the game starts or when spawned
void ASpawnVolume::BeginPlay()
{
	Super::BeginPlay();
	
}

// Called every frame
void ASpawnVolume::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

}

 

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