ue4如何恢复初始状态_UE4 学习笔记1 变量的初始化

1 在头文件声明变量

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Damage")

int32 TotalDamage;

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= "Damage")floatDamageTimeInSeconds;

UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Transient, Category= "Damage")float DamagePerSecond;

UPROPERTY() 宏命令 定义变量的属性

EditAnywhere   在UI编辑器中可编辑

BlueprintReadWrite  在蓝图中可读写

Category = "Damage" 在编辑器中以组“Damage”显示

2 变量初始化两种方式

AMyActor::AMyActor() : TotalDamage(200),

DamageTimeInSeconds(1.f)

{

}

AMyActor::AMyActor()

{

ChangeValue();}

AMyActor::ChangeValue()

{

TotalDamage = 200;

DamageTimeInSeconds = 1.f;

}

3 此时如果在编辑器中修改变量

TotalDamage

DamageTimeInSeconds

值,DamagePerSecond的值并不会随之改变

需要添加edit回调

#if WITH_EDITOR

void AMyActor::PostEditChangeProperty(FPropertyChangedEvent&PropertyChangedEvent)

{changeValue();

super::PostEditChangeProperty(PropertyChangedEvent);

}#endif

4 c++ wizard 中方法如果想要在Blueprint 中显示,在方法声明前添加宏

UFUNCTION(BlueprintCallable, Category="Damage")void CalculateValues();

5 c++ 调用Blueprint方法(未测试)

UFUNCTION(BlueprintImplementableEvent, Category="Damage")void CalledFromCpp();

6 Blueprint可override方法(未测试)

UFUNCTION(BlueprintNativeEvent, Category="Damage")void CalledFromCpp();

This version still generates the thunking method to call into the Blueprint VM. So how do you provide the default implementation? The tools also generate a new function declaration that looks like _Implementation(). You must provide this version of the function or your project will fail to link. Here is the implementation code for the declaration above.

voidAMyActor::CalledFromCpp_Implementation()

{//Do something cool here

}

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