ue4.17
增
特殊说明:创建bp时,如果bp上随手绑一个cube,那么生成到场景的actor只执行构造不执行beginPlay,原因未知
ATPlayerPawn是c++类
直接动态创建actor
UWorld* const World = GetWorld(); FVector v = FVector(0, 0, 0); FRotator r = FRotator(0, 0, 0); if (World) { ATPlayerPawn* Player = World->SpawnActor<ATPlayerPawn>(v, r); }
建立一个名为TPlayerPawnBP的蓝图,继承ATPlayerPawn
动态创建方法,3方法基本类似,随便记录下
1 可在运行时使用
FStringAssetReference asset = "Blueprint'/Game/bp/TPlayerPawnBP.TPlayerPawnBP'"; UObject* itemObj = asset.ResolveObject(); UBlueprint* gen = Cast<UBlueprint>(itemObj); if (gen != NULL) { ATPlayerPawn* spawnActor = GetWorld()->SpawnActor<ATPlayerPawn>(gen->GeneratedClass); }
2 可在运行时使用
UObject* loadObj = StaticLoadObject(UBlueprint::StaticClass(), NULL, TEXT("Blueprint'/Game/bp/TPlayerPawnBP.TPlayerPawnBP'")); if (loadObj != nullptr) { UBlueprint* ubp = Cast<UBlueprint>(loadObj); AActor* spawnActor = GetWorld()->SpawnActor<AActor>(ubp->GeneratedClass); }
3 先保存蓝图类,然后运行时创建
.h中定义
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "N") TSubclassOf<ATPlayerPawn> doorBPClass;.cpp构造中
static ConstructorHelpers::FClassFinder<ATPlayerPawn> doorBPClassFinder(TEXT("/Game/bp/TPlayerPawnBP")); if (doorBPClassFinder.Class != nullptr) { UE_LOG(TLog, Warning, TEXT("NMgrActor Construct doorBP!=null")); doorBPClass = doorBPClassFinder.Class; }.cpp BeginPlay中
UWorld* const World = GetWorld(); if (World) { World->SpawnActor<ATPlayerPawn>(doorBPClass); }
4 运行时创建,大体思路都一样,只要找到bp类就行,注意这个路径有个_C
TSubclassOf<ATPlayerPawn> TS = LoadClass<ATPlayerPawn>(NULL,TEXT("Blueprint'/Game/bp/TPlayerPawnBP.TPlayerPawnBP_C'")); GetWorld()->SpawnActor<ATPlayerPawn>(TS);