UEC++类实例化

Object实例化

1.在C++Pawn里创建Object声明(.h)

//创建Object声明
UPROPERTY()
UMyObject* MyTestObject;

1.2在C++Object里创建结构体(.h)

public:
	UPROPERTY()
	FMyDateTableStruct MyDateTableStruct;

1.3创建结构体函数C++Object(.h)

//创建结构体并初始化
USTRUCT(BlueprintType)
struct FMyDateTableStruct:public FTableRowBase {//行命名为MyDateTableStruct
	GENERATED_USTRUCT_BODY()
	FMyDateTableStruct();//写这一行(其他行在上期已写过)
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = MyTestDataTableStruct)
	float Health;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = MyTestDataTableStruct)
	FString Name;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = MyTestDataTableStruct)
	int32 Level;
};

1.4在Object.cpp结构体初始化(.cpp)

FMyDateTableStruct::FMyDateTableStruct(){
	Health = 10.f;
	Name = TEXT("zhangsan");
	Level = 1;
}

GameInstance实例化

2.1新建C++ GameInstance类

2.2变量声明(MyPawn.h)

//创建游戏实例变量声明
UPROPERTY()
UMyGameInstance* MyInstance;

2.3转化(MyPawn.cpp)

//将游戏实例类转化
MyInstance = Cast<UMyGameInstance>(GetWorld()->GetFirstPlayerController()->GetGameInstance());
if (MyInstance) {
	UE_LOG(LogTemp, Warning, TEXT("MyInstance is %s"), *MyInstance->GetName());
	UE_LOG(LogTemp, Warning, TEXT("MyAppID is %s"), *MyInstance->MyAPPID);
	UE_LOG(LogTemp, Warning, TEXT("MyUserID is %s"), *MyInstance->MyUserID);
	UE_LOG(LogTemp, Warning, TEXT("MyName is %s"), *MyInstance->MyName);
}

2.4游戏实例创建构造函数并声明(MyGameInstance.h)

public:
	//创建构造函数
	UMyGameInstance();
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = MyInstance)
	FString MyAPPID;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = MyInstance)
	FString MyUserID;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = MyInstance)
	FString MyName;

2.5在函数构造里初始化(MyGameInstance.h)

UMyGameInstance::UMyGameInstance(){
	//初始化
	MyAPPID = TEXT("123");
	MyUserID = TEXT("456");
	MyName = TEXT("wangwu");
}
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