1、编辑和显示变量
有些变量经常需要修改,来测试游戏效果,我们希望这些变量可以显示在面板上,从而我们可以手动的修改。
UPROPERTY(VisibleAnywhere)
int time;
UPROPERTY(VisibleAnywhere, Category = "PlayerInfo")
int Level;
UPROPERTY(EditAnywhere,Category="PlayerInfo")
FString name;
UPROPERTY(BlueprintReadOnly,EditAnywhere, Category = "PlayerInfo")
FString ID;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "PlayerInfo")
int life;
在我们想修改的变量上面加上宏定义UPROPERTY
,在这个宏定义里面我们可以填写许多参数,来控