【虚幻C++笔记】枚举UENUM、结构体USTRUCT

目录

枚举(UENUM)

第一种:使用命名空间

C++ 复制代码
UENUM(BlueprintType)
namespace MyEnumType
{
    enum MyCustomEnum
    {
       Type1,// 或者使用带 DisplayName别名 ==> Enum1 UMETA(DisplayName = "Type1"),
       Type2,
       Type3,
    }
}
C++ 复制代码
//在蓝图中声明
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyEnumType")
TEnumAsByte<MyEnumType::MyCustomType> MyEnumType;

第二种:继承uint8通过申明class类别名来替代

C++ 复制代码
UENUM(BlueprintType)
enum class MyEnumType2 : uint8
{
  Enum1 UMETA(DisplayName = "Type1"),
  Enum2 UMETA(DisplayName = "Type2"),
  Enum3 UMETA(DisplayName = "Type3"),
  Enum4 UMETA(DisplayName = "Type4"),
};
C++ 复制代码
//在蓝图中声明
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyEnumType2")
TEnumAsByte<MyEnumType2> MyEnumType2;

结构体(USTRUCT)

复制代码
// 暴露给蓝图
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="MyStructType")
int32 Age;
// 不暴露给蓝图
int32 Age;
// 蓝图图表无法访问此UObject指针,但是指针对UE的反射、智能指针和垃圾回收系统可见。
UPROPERTY()
UObject* ObjectPointer;
C++ 复制代码
//注意,定义结构体名称前要加F前缀,不然编译不通过。
USTRUCT(BlueprintType)
struct FMyCustomStruct
{
  GENERATED_USTRUCT_BODY()

  UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyStructType")
  FString ID;
  UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyStructType")
  FString Name;
  UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyStructType")
  int32 Age;
  UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyStructType")
  float Height;
  UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyStructType")
  bool IsMan;
};
C++ 复制代码
//结构体创建数据表格,需继承FTableRowBase
USTRUCT(BlueprintType)
struct FMyCustomStruct:public FTableRowBase
{
  GENERATED_USTRUCT_BODY()

  UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyStructType")
  FString ID;
  UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyStructType")
  FString Name;
  UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyStructType")
  int32 Age;
  UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyStructType")
  float Height;
  UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyStructType")
  bool IsMan;
};
C++ 复制代码
//在蓝图中声明
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyExposeOnSpawn", meta = (ExposeOnSpawn = "ExposeOnSpawnValue"))
FMyCustomStruct MyCustomStruct;
相关推荐
郝学胜_神的一滴5 分钟前
CMake 27:缓存变量的特性、语法、类型与实操全解
c++·cmake
博客18002 天前
酷宝的使用方法,超好用的免费界面库,C++、MFC可用
c++·mfc·界面库·库来帮·酷宝
郝学胜_神的一滴2 天前
CMake 026:属性体系精讲、四大作用域全解 & 实战代码落地
c++·cmake
众少成多积小致巨3 天前
JNI (Java Native Interface) 技术手册中文参考指南
android·java·c++
LinXunFeng3 天前
Obsidian - 使用 Share Note 分享笔记并自部署
前端·笔记·github
clint4567 天前
C++进阶(1)——前景提要
c++
夜悊7 天前
C++代码示例:进制数简单生成工具
c++
郝学胜_神的一滴7 天前
CMake 021: IF 条件判据详诠
c++·cmake
_wyt0018 天前
洛谷 B3930 [GESP202312 五级] 烹饪问题 题解
c++·gesp
玖玥拾8 天前
C/C++ 数据结构(七)栈、容器适配器
c语言·数据结构·c++··容器适配器