UE4 basics: custom singleton class (Singleton Class)

 


First, the purpose

1. Think: Write a singleton in UE4

2. Thinking: Variables will not be reset when the scene is switched

 

Two, reference

1. UE4 basics: custom singleton class (Singleton Class)

https://orzgame.blog.csdn.net/article/details/106441788

  • Summary: to be tested

 

2. (UE4 4.20) UE4's global singleton mode Singleton (variables are not GC when switching levels)

https://blog.csdn.net/qq_29523119/article/details/84801353

  • Summary: to be tested

 

Three, operation: one:

1. Note:

  • According to the instance created by this method, the UE4 breakpoint cannot be entered. If the variable is modified, it is really modified.

1. Create the C++ class of Object: MyGameSingleton

 

1. Project settings

1. Header file

#pragma once

#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "Engine.h"
#include "UObject/ObjectMacros.h"
#include "MyGameSingleton.generated.h"

/**
 *
 */
UCLASS(Blueprintable, BlueprintType)
class WQX_API UMyGameSingleton : public UObject
{
	GENERATED_BODY()
		UFUNCTION(BlueprintCallable, Category = "XZY")
		static UMyGameSingleton* GetInstance();
};

1. Source file

// Fill out your copyright notice in the Description page of Project Settings.


#include "MyGameSingleton.h"


//GameSingleton.cpp
//#include "GameSingleton.h"

UMyGameSingleton* UMyGameSingleton::GetInstance()
{
	if (GEngine)
	{
		UMyGameSingleton* Instance = Cast<UMyGameSingleton>(GEngine->GameSingleton);
		return Instance;
	}
	return nullptr;
}

 

1. Call in C++

 

UMyGameSingleton* GameSingleton = UMyGameSingleton::GetInstance();

1. Blueprint call

.

 

 

 

Three, operation: two: only blueprint

1. Create a new blueprint, GameInstance type

1. Base map & mode setting

 

1. Access the game singleton in the level blueprint

 

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Origin blog.csdn.net/qq_40544338/article/details/109309124