Blueprint —— C++的使用

UE4 C++调用蓝图方法(BlueprintNativeEvent、BlueprintImplementableEvent) BlueprintNativeEvent在ue4中是用来修饰UFUNCTION的,和BlueprintImplementableEvent有点类似, BlueprintImplementableEvent用于实现C++调蓝图(声明在C++,实现在蓝图) BlueprintNativeEvent除了实现C++调用蓝图外,同样会调用一个本地方法,本地方法为 声明的函数名+_Implementation 这样就可以实现一次调用,两个实现(c++实现,蓝图实现) BlueprintNativeEvent还有 阅读详情

目录

一,创建组件

二,调用重叠事件

三,创建数字资产

Primary Data Asset


      可仅使用蓝图、仅使用C++代码、以及同时使用C++代码和蓝图创建新类;

一,创建组件

        以PointLight组件为例; 

UPointLightComponent*,表示原始的C++指针;

  • 轻量级,直接存储对象的内存地址;
  • 不提供额外的内存管理或安全性检查;
  • 需手动管理对象的生命周期(如确保指针不为空);

TObjectPtr<UPointLightComponent>,TObjectPtr<T> 是 UE 5.0 引入的一种智能指针类型,专门用于指向 UObject 派生类;

  • 提供了额外的安全性和功能,自动处理对象的加载和卸载,支持弱引用(Weak Reference),避免循环引用导致的内存泄漏,在调试模式下提供额外的检查,帮助捕获悬空指针等问题;
  • 与 UE 的资源管理系统集成,支持异步加载和垃圾回收;
  • 比原始指针稍重,但提供了更高的安全性;

CreateDefaultSubobject,用于在 Actor 的构造函数中创建并初始化子对象(Subobject),如 Component ;也是 UE 对象系统的一部分,确保子对象能够正确地被 UE 管理和序列化;

Specifiers 控制变量行为的说明符:

  • VisibleAnywhere,变量在编辑器中可见,但不能编辑;

  • EditAnywhere,变量在编辑器中可见且可编辑

  • BlueprintReadOnly,变量在蓝图中只读,不能修改;

  • BlueprintReadWrite,变量在蓝图中可读可写;

  • Category,将变量分组到指定的类别,方便查找;

  • meta=(AllowPrivateAccess=true),允许蓝图访问私有变量;

//TestActor.h
#include "Components/PointLightComponent.h"
...
public:
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "VALUE")
	class UPointLightComponent* pointlight; //class表示为类型,可省略
//或
    TObjectPtr<UPointLightComponent> pointlight;
...
//TestActor.cpp
...
pointlight = CreateDefaultSubobject<UPointLightComponent>(TEXT("pointlight"));
...

二,调用重叠事件

UFUNCTION(BlueprintNativeEvent),蓝图原生事件;

  • 允许在 C++ 中实现一个函数且同时在蓝图中重写该函数;
  • C++ 中的实现是默认实现,蓝图中的实现是可选的;
  • 如蓝图中重写了该函数,调用时会执行蓝图的实现;否则,调用 C++ 的实现;

_Implementation,是 BlueprintNativeEvent 函数的默认实现;

  • 如蓝图中没有重写该函数,调用时会执行此实现;

  • 函数名必须与声明函数名一致,并加上 _Implementation 后缀;

SetupAttachment 用于将组件附加到另一个组件上的函数;

  • 可建立组件间的父子关系,形成层级结构;子组件的变换是相对于父组件的;
  • 父组件是 nullptr,子组件会成为根组件(RootComponent);

OnComponentBeginOverlap.AddDynamic,用于将一个函数绑定到组件的 OnComponentBeginOverlap 事件上,当组件与其他组件发生重叠时,绑定的函数会被调用;

  • 与其他组件发生重叠时触发,适用于碰撞检测;
  • 重叠的双方都必须启用 Generate Overlap Events;
//TestActor.cpp
ATestActor::ATestActor()
{
	PrimaryActorTick.bCanEverTick = true;

	pointlight = CreateDefaultSubobject<UPointLightComponent>(TEXT("mypointlight"));
	sphere = CreateDefaultSubobject<USphereComponent>(TEXT("mysphere"));
	sphere->SetupAttachment(pointlight);
	sphere->InitSphereRadius(250.0f);

	sphere->OnComponentBeginOverlap.AddDynamic(this, &ATestActor::OnOverlapBegin);
	sphere->OnComponentEndOverlap.AddDynamic(this, &ATestActor::OnOverlapEnd);
}
//进入组件时调用
UFUNCTION(BlueprintNativeEvent, Category = "Switch Functions")
void OnOverlapBegin(class UPrimitiveComponent* OverlappedComp, 
                    class AActor* OtherActor, 
                    class UPrimitiveComponent* OtherComp, 
                    int32 OtherBodyIndex, bool bFromSweep,
                    const FHitResult& SweepResult);

void OnOverlapBegin_Implementation(class UPrimitiveComponent* OverlappedComp, 
                                   class AActor* OtherActor, 
                                   class UPrimitiveComponent* OtherComp, 
                                   int32 OtherBodyIndex, bool bFromSweep, 
                                   const FHitResult& SweepResult);
//离开组件时调用
UFUNCTION(BlueprintNativeEvent, Category="Switch Functions")
void OnOverlapEnd(class UPrimitiveComponent* OverlappedComp, 
                  class AActor* OtherActor, 
                  class UPrimitiveComponent* OtherComp, 
                  int32 OtherBodyIndex);
 
void OnOverlapEnd_Implementation(class UPrimitiveComponent* OverlappedComp, 
                                 class AActor* OtherActor, 
                                 class UPrimitiveComponent* OtherComp, 
                                 int32 OtherBodyIndex);
 

 

三,创建数字资产

  • 使用 New C++ Class ,基于 DataAsset 创建新类;
  • 在头文件内,添加指定的数据成员,并编译;
  • 在 Content Browser 内,创建基于C++数据资产的实例(Miscellaneous > Data Asset);

 

//添加类数据成员代码
USTRUCT()
struct FMyAssetInfo 
{
    GENERATED_BODY()

    UPROPERTY(EditAnywhere)
    FString AssetName;

    UPROPERTY(EditAnywhere)
    UTexture2D* AssetThumbnail;

    UPROPERTY(EditAnywhere)
    UStaticMesh* AssetStaticMesh;
};

UCLASS()
class MYPROJECT_API UMyDataAsset : public UDataAsset
{
	GENERATED_BODY()

    UPROPERTY(EditAnywhere)
    TArray<FMyAssetInfo> AssetItems;
	
};
Primary Data Asset
  • 使用 New C++ Class ,基于 PrimaryDataAsset 创建新类;
  • 在头文件内,添加指定的数据成员并重载 GetPrimaryAssetID 函数,并编译;
  • 在 Content Browser 内,创建基于C++数据资产的实例(Miscellaneous > Data Asset);

 

UCLASS()
class MYPROJECT_API UMyPrimaryDataAsset : public UPrimaryDataAsset
{
	GENERATED_BODY()

    UPROPERTY(EditAnywhere, Category = "Asset")
    FString AssetName;

    UPROPERTY(EditAnywhere, Category = "Asset")
    UTexture2D* AssetThumbnail;

    UPROPERTY(EditAnywhere, Category = "Asset")
    UStaticMesh* AssetStaticMesh;

    virtual FPrimaryAssetId GetPrimaryAssetId() const override { return FPrimaryAssetId("AssetItems", GetFName()); }	
};

UE5开发真相:C#不支持,C++与Blueprint协同才是正道 Unreal Engine 5 是一款以C++为核心构建的高性能游戏引擎,其运行时、编辑器扩展、网络同步与渲染管线均深度依赖C++原生能力。UE5并不支持C#作为游戏逻辑开发语言——这并非版本限制,而是由引擎架构决定的根本性事实。蓝图系统虽具可视化优势,但本质是基于C++反射的独立虚拟机,与.NET CLR完全隔离。理解这一底层原理,有助于规避‘UE5+C#’的认知陷阱,聚焦真实可行的技术路径:C++保障性能与控制力,Blueprint提升迭代效率与跨职能协作。典型应用场景包括3A级开放世界开发、多平台跨端 阅读详情

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plot(cnn.rL);assert(er<0.12, 'Too big error');```Example: Neural Networks---------------------```matlabfunction test_example_NNload mnist_uint8;train_x = double(train_x) / 255;test_x = double(test_x) / 255;train_y = double(train_y);test_y = double(test_y);% normalize[train_x, mu, sigma] = zscore(train_x);test_x = normalize(test_x, mu, sigma);%% ex1 vanilla neural netrand('state',0)nn = nnsetup([784 100 10]);opts.numepochs = 1; % Number of full sweeps through dataopts.batchsize = 100; % Take a mean gradient step over this many samples[nn, L] = nntrain(nn, train_x, train_y, opts);[er, bad] = nntest(nn, test_x, test_y);assert(er < 0.08, 'Too big error');%% ex2 neural net with L2 weight decayrand('state',0)nn = nnsetup([784 100 10]);nn.weightPenaltyL2 = 1e-4; % L2 weight decayopts.numepochs = 1; % Number of full sweeps through dataopts.batchsize = 100; % Take a mean gradient step over this many samplesnn = nntrain(nn, train_x, train_y, opts);[er, bad] = nntest(nn, test_x, test_y);assert(er < 0.1, 'Too big error');%% ex3 neural net with dropoutrand('state',0)nn = nnsetup([784 100 10]);nn.dropoutFraction = 0.5; % Dropout fraction opts.numepochs = 1; % Number of full sweeps through dataopts.batchsize = 100; % Take a mean gradient step over this many samplesnn = nntrain(nn, train_x, train_y, opts);[er, bad] = nntest(nn, test_x, test_y);assert(er < 0.1, 'Too big error');%% ex4 neural net with sigmoid activation functionrand('state',0)nn = nnsetup([784 100 10]);nn.activation_function = 'sigm'; % Sigmoid activation functionnn.learningRate = 1; % Sigm require a lower learning rateopts.numepochs = 1; % Number of full sweeps through dataopts.batchsize = 100; % Take a mean gradient step over this many samplesnn = nntrain(nn, train_x, train_y, opts);[er, bad] = nntest(nn, test_x, test_y);assert(er < 0.1, 'Too big error');%% ex5 plotting functionalityrand('state',0)nn = nnsetup([784 20 10]);opts.numepochs = 5; % Number of full sweeps through datann.output = 'softmax'; % use softmax outputopts.batchsize = 1000; % Take a mean gradient step over this many samplesopts.plot = 1; % enable plottingnn = nntrain(nn, train_x, train_y, opts);[er, bad] = nntest(nn, test_x, test_y);assert(er < 0.1, 'Too big error');%% ex6 neural net with sigmoid activation and plotting of validation and training error% split training data into training and validation datavx = train_x(1:10000,:);tx = train_x(10001:end,:);vy = train_y(1:10000,:);ty = train_y(10001:end,:);rand('state',0)nn = nnsetup([784 20 10]); nn.output = 'softmax'; % use softmax outputopts.numepochs = 5; % Number of full sweeps through dataopts.batchsize = 1000; % Take a mean gradient step over this many samplesopts.plot = 1; % enable plottingnn = nntrain(nn, tx, ty, opts, vx, vy); % nntrain takes validation set as last two arguments (optionally)[er, bad] = nntest(nn, test_x, test_y);assert(er < 0.1, 'Too big error');```[![Bitdeli Badge](https://d2weczhvl823v0.cloudfront.net/rasmusbergpalm/deeplearntoolbox/trend.png)](https://bitdeli.com/free "Bitdeli Badge")

SIMATIC S7-1200, S7-1500 PID 控制[手册]

SIMATIC S7-1200, S7-1500 PID 控制[手册]

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