本文主要介绍了变量中 部分Property的设置使用
UPROPERTY(Category = "MyActor", EditAnywhere)
uint32 value1 : 1;//代表 bool type
UPROPERTY(Category = "MyActor", EditAnywhere)
bool value2;
UPROPERTY(Category = "MyActor", BlueprintReadOnly)
bool value3;
UPROPERTY(Category = "MyActor", BlueprintReadOnly)
uint32 value4 : 1;
UPROPERTY(Category = "MyActor", BlueprintReadWrite)
uint32 value5: 1;
UPROPERTY(Category = "MyActor", BlueprintReadWrite)
int32 value6;//用uint32报错
UPROPERTY(Category = "MyActor", EditAnywhere, Meta = (Bitmask))
int32 value7;
UPROPERTY(Category = MyActor, EditAnywhere)
uint32 bUseOffset : 1;
UPROPERTY(Category = MyActor, EditAnywhere, meta = (EditCondition = "bUseOffset"))
FVector Offset;