unreal——打开全部蓝图编辑器

在这里插入图片描述
在这里插入图片描述

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "MyPawn.generated.h"

UCLASS()
class UNREALDEMO_API AMyPawn : public APawn
{
	GENERATED_BODY()

public:
	// Sets default values for this pawn's properties
	AMyPawn();

	UPROPERTY(VisibleAnywhere, Category = "MyMesh")
	UStaticMeshComponent* MyStaticMesh;

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

};

实现类:

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


#include "MyPawn.h"

// Sets default values
AMyPawn::AMyPawn()
{
 	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Rootx"));
	MyStaticMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("child"));
	MyStaticMesh->SetupAttachment(GetRootComponent());
}

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

// Called every frame
void AMyPawn::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

}

// Called to bind functionality to input
void AMyPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

}


主要是这两个方法:

RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Rootx"));
MyStaticMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("child"));
MyStaticMesh->SetupAttachment(GetRootComponent());

RootComponent字基类的成员;
MyStaticMesh为.h中声明的静态mesh指针

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