蓝图比C++性能较慢;
蓝图起作用需在场景中创建实例;
在Event Graph内
- 按住右键,平移界面;
- 滚动滚轮,缩放界面;
- 按住左键+节点,移动节点;
- 右击,显示节点对话框;
- 按住左键+引脚,可拖出引线;
- 按住alt+点击引脚,断开引线;
- 按住ctrl+点击引脚,重连引线;
蓝图执行顺序
- Construction Script
- Event Graph
- 只能一个事件开始,从左到右沿着白色引线执行;
多使用注释;
不同类型的节点,用不同颜色标识;
变量类型:
- Boolean、byte、integer、integer64、float、name、string、text、vector、rotator、transform;
append,to lower/to upper,....
ctrl,get variable
shift,set variable
public、private,其他蓝图或子蓝图内是否能使用;
expose variables in the scene
spawn actors in the scene via buleprints
- spawn actor from class
- expose on spawn

Array


Flow Control
- Branch
- Sequence
- For Loop
- While Loop
- Do N,从头执行N次;
- Do Once
- Flip Flop
- Gate
- MultiGate
Events
- when something happens in your game;
- multiple events can be triggled at the same time;
- you can call and overlap events;
- events accept time actions:delay,timeline;
- events don't return values;
- they appear in the event graph;
- they don't have their own graph;
Functions
- action that is performed;
- they are like actions that triggers and bring results instant;
- they don't accept time

蓝图是一种图形化编程工具,用于创建游戏逻辑,其性能相对较慢于C++。它涉及到EventGraph中的节点操作,如移动、连接和断开引脚。蓝图支持多种变量类型和控制流结构,如分支、循环。此外,还包括事件处理、函数调用、宏定义以及与游戏模式、对象交互的功能,如位置获取、定时器设置和通信机制。时间线用于动画和序列化操作,而Widget部件则涉及UI元素。
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