在Actor创建组件

.h

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyActor.generated.h"

//#include "MyPrimitiveComponent.h"
//#include "Components/StaticMeshComponent.h"

UCLASS()
class C_TEST_API AMyActor : public AActor
{
	GENERATED_BODY()

public:
	// Sets default values for this actor's properties
	AMyActor();

	//virtual void OnConstruction(const FTransform& Transform) OVERRIDE;

	UPROPERTY(VisibleDefaultsOnly)
	USceneComponent* DefaultSceneRoot;

	UPROPERTY(VisibleDefaultsOnly)
	UStaticMeshComponent* Mesh;
	
	//UPrimitiveComponent* Primitive;
protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
public:
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	virtual void OnConstruction(const FTransform& Transform) override;	//启用构造脚本
};

.cpp

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


#include "MyActor.h"

AMyActor::AMyActor()
{
 	// 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;

	DefaultSceneRoot = CreateDefaultSubobject<USceneComponent>("DefaultSceneRoot");	//创建Root组件
	Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMesh"));	//创建Mesh组件
	ConstructorHelpers::FObjectFinder<UStaticMesh>meshAsset(TEXT("/Engine/BasicShapes/Cube.Cube"));		//根据路径构建一个meshAsset
	Mesh->SetStaticMesh(meshAsset.Object);	//把meshAsset赋值到Mesh变量
	//Primitive = CreateDefaultSubobject<UPrimitiveComponent>(TEXT("Primitive"));
}

void AMyActor::OnConstruction(const FTransform& Transform)//调用构造脚本
{
	Mesh->SetWorldLocation(AMyActor::GetActorLocation());//设置Mesh的世界位置为MyActor的位置
}

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

// Called every frame
void AMyActor::Tick(float DeltaTime)
{
}


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