• C++ UFunction({FLAG}) 宏 FLAG 解释笔记


    1、BlueprintCallable  --蓝图可调用 但不可编辑
    2、BlueprintImplementableEvent --函数体必须实现与Blueprint 但函数名必须生成与C++ .h
    3、BlueprintNativeEvent -- BlueprintNativeEvent functions are like a combination of BlueprintCallable and BlueprintImplementableEventfunctions. They have default behaviors programmed in C++, but these can be supplemented or replaced by overriding in the Blueprint Graph. When programming these, the C++ code always goes in a virtual function with "_Implementation" added to the end of the name, as shown below. This is the most flexible option, so we will use it for this tutorial.
     
    https://docs.unrealengine.com/latest/CHN/Programming/UnrealArchitecture/Reference/Functions/Specifiers/index.html
     
     
     
    相关文献--文档:
     
    https://docs.unrealengine.com/latest/CHN/Programming/Tutorials/VariablesTimersEvents/2/index.html
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  • 原文地址:https://www.cnblogs.com/linqing/p/5000414.html
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