uec++命名规则
// Axxx 继承自AActor
// Uxxx 继承自UObject
// Fxxx 原生C++
// Exxx 枚举
// Ixxx 接口以I
// Sxxx slate
枚举
BlueprintType 表示在蓝图中可用
UENUM(BlueprintType)
enum ECustomColorType
{
RED,
BLUE,
YELLOW
};
UENUM(BlueprintType)
enum class ECustomColorType1 :uint8
{
RED,
BLUE,
YELLOW
};
结构体
USTRUCT (BlueprintType)
struct FTestStruct
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY()
int32 ss;
};
反射用的宏UPROPERTY()和UFUNCTION()
销毁Actor
AMyCharacter* MyCharacter = GetWorld() -> SpawnActor<AMyCharacter>(FVector(0, 0, 0), FRotator(0, 0, 0));
if (MyCharacter) {
// 直接销毁
MyCharacter -> Destroy();
}
//设置10s后销毁
SetLifeSpan(10);
浅析UObject
- 反射(如宏)