A开头的都可以放在场景中,U开头的都是组件,只能依附于其他组件,不能直接放入场景。
组件和actor的关系:组件只能依附于actor上,不能直接放在场景。actor好比是人,组件好比是衣服。
(1)RootComponent组件:
每一个actor都有一个默认的组件,来存储基础信息。是AActor的一个成员,用来存放组件树的顶级组件。
以下图为例。获取actor的位置,其实是获取了跟组件的位置,actor本身不存储信息。
创建一个类,继承于actor
头文件
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyComponent.generated.h"
//在场景中设置Actor基础位置的基础场景组件
class USceneComponent;
//网格体组件
class UStaticMeshComponent;
//例子组件
class UParticleSystemComponent;
//音频组件
class UAudioComponent;
//碰撞盒子组件
class UBoxComponent;
UCLASS()
class QUICKSTART_API AMyComponent : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AMyComponent();
USceneComponent* MyScene;
UPROPERTY(EditAnywhere, Category = "MyMesh")
UStaticMeshComponent* MyMesh;
UPROPERTY(EditAnywhere, Category = "MyMesh")
UParticleSystemComponent* MyParticle;
UPROPERTY(EditAnywhere, Category = "MyAudio")
UAudioComponent* MyAudio;
UPROPERTY(EditAnywhere, Category = "MyBox")
UBoxComponent* MyBox;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};
源文件
#include "MyComponent.h"
#include "Components/SceneComponent.h"
#include "Components/StaticMeshComponent.h"
#include "Particles/ParticleSystemComponent.h"
#include "Components/AudioComponent.h"
#include "Components/BoxComponent.h"
// Sets default values
AMyComponent::AMyComponent()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
MyScene = CreateDefaultSubobject<USceneComponent>(TEXT("MyScene"));
RootComponent = MyScene;
MyMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MyMesh"));
MyMesh->SetupAttachment(RootComponent);
MyParticle = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("MyParticle"));
MyParticle->SetupAttachment(RootComponent);
MyAudio = CreateDefaultSubobject<UAudioComponent>(TEXT("MyAudio"));
MyAudio->SetupAttachment(RootComponent);
MyBox = CreateDefaultSubobject<UBoxComponent>(TEXT("MyBox"));
MyBox->SetupAttachment(RootComponent);
}
// Called when the game starts or when spawned
void AMyComponent::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AMyComponent::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
编译
得到蓝图子类
拖入蓝图
在蓝图里可以看到这些组件
点击组件,可以设置
测试成功
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声明UProperties时使用的关键词,以指定属性与引擎和编辑器诸多方面的相处方式。
1.UPROPERTY 用途广泛。它允许变量被复制、被序列化,让编辑器和蓝图访问。
2.可以让垃圾回收机制自动回收。
详情请看: