今天学习的是c++与蓝图的交互, 继续使用昨天的项目,在FloatingActor.h添加三个属性:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Damage")
int32 TotalDamage;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Damage")
float DamageTimeInSeconds;
UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Transient, Category = "Damage")
float DamagePerSecond;
//只读属性,通过TotalDamage与DamageTimeInSeconds来计算
用宏来包裹属性,BlueprintReadWrite代表将此属性暴露给蓝图,编译后就会在UE4中发现属性已经出现了:
然后我们给数据初始化: