ue5 小知识点 ue的world type,pie editor game

说明以该命令行模式启动游戏的前提下的两个问题:

1.WITH_EDITOR中的代码会被编译

2.由于没有在编辑器中(即没有打开虚幻编辑器),所以GIsEditor为false

WITH_EDITOR和WITH_EDITORONLY_DATA的区别

在论坛中找到的答案:

复制代码
WITH_EDITORONLY_DATA in headers for wrapping reflected members.
WITH_EDITOR in CPP files for code.. Has nothing to do with reflection.

意思就是:

头文件中使用WITH_EDITORONLY_DATA包装反射的成员。

在CPP文件的代码中使用WITH_EDITOR,与反射无关。

callineditor

cpp 复制代码
	
.h
    UFUNCTION(CallInEditor, Category = "Sky Creator|General")
	void SetEditorTimeOfDay(float NewValue);
	UFUNCTION(CallInEditor, Category = "Sky Creator|General")
	void SetEditorWeatherPreset(USkyCreatorWeatherPreset* NewValue);
	UFUNCTION(CallInEditor, Category = "Sky Creator|General")
	void SetEditorWeatherSettings(FSkyCreatorWeatherSettings NewValue);

.cpp


#define SKYCREATOR_DECLARE_SEQUENCER_SETFUNCTION_ANDUPDATE(MemberType, MemberName) void ASkyCreator::Set##MemberName(MemberType NewValue)\
{\
	if (MemberName != NewValue)\
	{\
		MemberName = NewValue;\
		UpdateSettings();\
	}\
}\

SKYCREATOR_DECLARE_SEQUENCER_SETFUNCTION(float, EditorTimeOfDay);
SKYCREATOR_DECLARE_SEQUENCER_SETFUNCTION_ANDUPDATE(USkyCreatorWeatherPreset*, EditorWeatherPreset);

SKYCREATOR_DECLARE_SEQUENCER_SETFUNCTION(float, SunriseTime);
SKYCREATOR_DECLARE_SEQUENCER_SETFUNCTION(float, SunsetTime);
SKYCREATOR_DECLARE_SEQUENCER_SETFUNCTION(float, SunDawnOffsetTim
cpp 复制代码
//ue 5.2
namespace EWorldType
{
	enum Type
	{
		/** An untyped world, in most cases this will be the vestigial worlds of streamed in sub-levels */
		None,

		/** The game world */
		Game,

		/** A world being edited in the editor */
		Editor,

		/** A Play In Editor world */
		PIE,

		/** A preview world for an editor tool */
		EditorPreview,

		/** A preview world for a game */
		GamePreview,

		/** A minimal RPC world for a game */
		GameRPC,

		/** An editor world that was loaded but not currently being edited in the level editor */
		Inactive
	};
}
相关推荐
成都渲染101云渲染666610 小时前
UE5渲染不要用云渲染了,直接用云电脑更方便
ue5
zhangzhangkeji13 小时前
UE5 蓝图-12:pawn蓝图,轴映射-鼠标右键,补充轴映射与操作映射的区别。相机的旋转俯仰逻辑,伸缩逻辑,浮点差值函数 FInterpTo;
ue5·1024程序员节
AA陈超1 天前
虚幻引擎5 GAS开发俯视角RPG游戏 P06-14 属性菜单 - 文本值行
c++·游戏·ue5·游戏引擎·虚幻
zhangzhangkeji2 天前
UE5 材质-16:贴花材质,decaL
ue5
曹勖之2 天前
使用 Datasmith 将 Rhino 模型导入 Unreal Engine 5(UE5)
ue5
AA陈超2 天前
虚幻引擎5 GAS开发俯视角RPG游戏 P06-13 属性菜单 - 边框值
c++·游戏·ue5·游戏引擎·虚幻
曹勖之2 天前
UE5中的sim3dSceneCap中视角亮度怎么调节?
3d·ue5
zhangzhangkeji2 天前
UE5 蓝图-6:汽车蓝图项目的文件夹组织与运行效果图,
ue5
zhangzhangkeji2 天前
UE5 材质-15:车漆-不透明-透明图层,FBX格式的介绍,如何导入外部模型FBX汽车,下载与使用官方的汽车材质 automotive materials,
ue5
zhangzhangkeji2 天前
UE5 材质-14:减法subtract节点适用于向量与标量,数学 if 组件,由已遮罩材质结合自发光参数,周期性改变蒙版的大小,实现溶解效果
ue5