Unreal Engine 在编辑器细节面板编辑的特性
UPROPERTY(EditAnywhere)
float Angle = 0.0f;
UE中常用源文件.h:
#include “GameFramework/Actor.h”//引用游戏框架的演员Actor的源文件库
#include “Engine/TriggerVolume.h”//引用引擎的触发区域TriggerVolume的源文件库
#include “Engine/World.h”//引用引擎的世界World的源文件库
// Fill out your copyright notice in the Description page of Project Settings.
//这是一个C++的 .h文件,用来定义变量、函数和引入头文件(命名空间?)
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "GameFramework/Actor.h"//引用游戏框架的演员Actor的源文件库
#include "Engine/TriggerVolume.h"//引用引擎的触发区域TriggerVolume的源文件库
#include "Engine/World.h"//引用引擎的世界World的源文件库
#include "OpenDoor.generated.h"
UCLASS(ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
class PROJECT02_API UOpenDoor : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UOpenDoor();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
//可以在细节面板访问
UPROPERTY(EditAnywhere)
float Angle = 0.0f; //定义公有的变量
//可以开门的区域
UPROPERTY(EditAnywhere)
ATriggerVolume *TriggerArea = nullptr;//开门触发区域,默认空指针类型
UPROPERTY(EditAnywhere)
AActor *ActorThatOpen = nullptr;//开门的指针,默认空
private:
//定义私有的函数方法名字,在C++的.cpp文件中去实现它们
void OpenDoor();
void CloseDoor();
};