【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
Word码8 分钟前
[C++语法] 继承 (用法详解)
java·jvm·c++
lxl130711 分钟前
C++算法(1)双指针
开发语言·c++
淀粉肠kk21 分钟前
C++11列表初始化:{}的革命性进化
c++
zhooyu35 分钟前
C++和OpenGL手搓3D游戏编程(20160207进展和效果)
开发语言·c++·游戏·3d·opengl
HAPPY酷38 分钟前
C++ 和 Python 的“容器”对决:从万金油到核武器
开发语言·c++·python
r i c k2 小时前
数据库系统学习笔记
数据库·笔记·学习
茉莉玫瑰花茶2 小时前
C++ 17 详细特性解析(5)
开发语言·c++·算法
cpp_25012 小时前
P10570 [JRKSJ R8] 网球
数据结构·c++·算法·题解
cpp_25012 小时前
P8377 [PFOI Round1] 暴龙的火锅
数据结构·c++·算法·题解·洛谷
程序员老舅2 小时前
C++高并发精髓:无锁队列深度解析
linux·c++·内存管理·c/c++·原子操作·无锁队列