最终效果
“希望直接拖入编辑生成Actor的类”定义:
NOTE:这边只处理了蓝图类的情况,请在编辑器里用蓝图类继承该类做实验
UCLASS(Blueprintable)
class PROJECTNAME_API UItem : public UObject
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, Category = "Item")
UStaticMesh* StaticMesh;
};
继承UActorFactory
1、继承UActorFactory
2、修改构造函数,给NewActorClass 赋值
3、重写UActorFactory中的函数,CanCreateActorFrom, PostSpawnActor
类定义
UCLASS()
class PROJECTNAME_API UActorFactoryItem : public UActorFactory
{
GENERATED_BODY()
public:
UActorFactoryItem();
virtual void PostSpawnActor(UObject* Asset, AActor* NewActor) override;//该函数用于处理产生的Actor
virtual bool CanC