UE4 在ActorComponent里添加属性

1.新建一个类 继承自 UActorComponent

#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "MyActorComponent.generated.h"

UENUM(BlueprintType)
enum class EPRG_PropertyName : uint8
{
	EPropertyHp UMETA(DisplayName = "Hp"),
	EPropertyExp UMETA(DisplayName = "Exp"),
	EPropertyLevel UMETA(DisplayName = "Level")
};

USTRUCT(BlueprintType)
struct FRPG_PropertyValue
{
	GENERATED_USTRUCT_BODY()

	UPROPERTY(BlueprintReadWrite, EditAnywhere)
	float Min;
	UPROPERTY(BlueprintReadWrite, EditAnywhere)
	float Current;
	UPROPERTY(BlueprintReadWrite, EditAnywhere)
	float Max;
};

UCLASS(ClassGroup = (Custom), meta = (BlueprintSpawnableComponent), Blueprintable)
class ACTIONRPG_API UMyActorComponent : public UActorComponent
{
	GENERATED_BODY()

public:
	// Sets default values for this component's properties
	UMyActorComponent();

protected:
	// Called when the game starts
	virtual void BeginPlay() overr
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