【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
GoWjw12 分钟前
内存管理【3】
linux·服务器·c++·ubuntu
摇滚侠1 小时前
2025最新 SpringCloud 教程,熔断规则-熔断策略-异常数,笔记46
java·笔记·spring cloud
摇滚侠1 小时前
2025最新 SpringCloud 教程,熔断规则-熔断策略-慢调用比例,笔记44
java·笔记·spring cloud
liulilittle1 小时前
C++ 并发双阶段队列设计原理与实现
linux·开发语言·c++·windows·算法·线程·并发
森G1 小时前
五、Linux字符设备驱动
linux·arm开发·c++·ubuntu
ECC&SM91 小时前
shell脚本使用笔记2
笔记
繁星蓝雨1 小时前
我与C++的故事(杂谈)
开发语言·c++
Queenie_Charlie2 小时前
和为k的连续区间
数据结构·c++·map
是孑然呀2 小时前
【笔记】影刀RPA 常用知识点
笔记·rpa
2401_77CN3 小时前
200PLC负荷加减点动功能块
笔记·自动化