• [UE4]自定义结构体、类、数据表


    自定义数据表:

    #pragma once
    
    #include "CoreMinimal.h"
    #include "Engine/UserDefinedStruct.h"
    #include "Components/CanvasPanel.h"
    #include "Blueprint/UserWidget.h"
    #include "Runtime/Engine/Classes/Engine/UserDefinedStruct.h"
    #include "Runtime/Engine/Classes/Engine/DataTable.h"
    #include "Runtime/CoreUObject/Public/UObject/ObjectMacros.h"
    
    #include "MiniMapFlagData.generated.h"
    
    
    /*BlueprintType:暴露成为蓝图数据类型,蓝图变量可以使用该结构体作为数据类型*/
    USTRUCT(BlueprintType)
    struct FUMiniMapFlagDataC : public FTableRowBase
    {
        GENERATED_USTRUCT_BODY()
    
        //小图标
        UPROPERTY(EditAnywhere, BlueprintReadWrite)
            UUserWidget* flag;
    
        //小图标对应的Actor
        UPROPERTY(EditAnywhere, BlueprintReadWrite)
            AActor* Actor;
    
        //小图标对应的Canvas panel Slot
        UPROPERTY(EditAnywhere, BlueprintReadWrite)
            UCanvasPanelSlot* Slot;
    
        UPROPERTY(EditAnywhere, BlueprintReadWrite)
            int MyAge;
    };

    成员变量添加UPROPERTY标签,可以享受到UE4垃圾自动管理机制,不用手动释放变量内存。

    自定义类

    #pragma once
    
    #include "CoreMinimal.h"
    #include "Engine/UserDefinedStruct.h"
    #include "Components/CanvasPanel.h"
    #include "Blueprint/UserWidget.h"
    #include "Runtime/Engine/Classes/Engine/UserDefinedStruct.h"
    #include "Runtime/Engine/Classes/Engine/DataTable.h"
    #include "Runtime/CoreUObject/Public/UObject/ObjectMacros.h"
    
    #include "MiniMapFlagData.generated.h"
    
    /**
    *
    */
    UCLASS(BlueprintType)
    class PROJ10_0121_API UMiniMapFlagData : public UUserDefinedStruct
    {
        GENERATED_BODY()
    
    public:
        UMiniMapFlagData() {}
        UMiniMapFlagData(UUserWidget* flag, AActor* Actor, UCanvasPanelSlot* Slot)
            :flag(flag), Actor(Actor), Slot(Slot)
        {}
        /*
            flag(flag)表示将参数flag赋值给成员参数flag
            使用方法:UMiniMapFlagData data(flag,Actor,Slot);
        */
    
    public:
        //小图标
        UPROPERTY()
            UUserWidget* flag;
    
        //小图标对应的Actor
        UPROPERTY()
            AActor* Actor;
    
        //小图标对应的Canvas panel Slot
        UPROPERTY()
            UCanvasPanelSlot* Slot;
    
        UPROPERTY()
            int MyAge;
    
    };

    自定义函数添加说明文字,可在蓝图中显示,如果要支持中文,则只要把h和cpp文件以utf-8编码保存就可以了。

    注意:EditAnywhere,BlueprintReadWrite等等修饰符不能拼写错误,拼写错误是不会有错误提示的,并且编译出错信息也不会告诉我们是修饰符写错了,只会说编译出错,没有详细的出错信息。

    #include "CoreMinimal.h"
    #include "Blueprint/UserWidget.h"
    #include "Components/CanvasPanel.h"
    #include "MiniMap/MiniMapFlagData.h"
    
    #include "StaticMiniMapBase.generated.h"
    
    /**
     * 
     */
    UCLASS()
    class PROJ10_0121_API UStaticMiniMapBase : public UUserWidget
    {
        GENERATED_BODY()
    
    protected:
        UPROPERTY(EditAnywhere,BlueprintReadWrite, Category=myMethods,meta=(ToolTip="小图标容器面板"))
            UCanvasPanel * PanelFlag;
         
        UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = myMethods,meta=(ToolTip="存放小图标数据机构数组"))
            TArray<UMiniMapFlagData*> ArrayFlag;
        //TArray<TSubclassOf<class UMiniMapFlagData>> FlagArray;
    
        UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = myVariables,meta=(ToolTip="小地图比例尺"))
            float RatioMap;
        
    protected:
        UFUNCTION(BlueprintCallable, Category = myMethods,meta=(ToolTip="初始化UI控件对象"))
            void ini(UCanvasPanel* sFlagPanel);
    
    public:
        UFUNCTION(BlueprintCallable, Category = myMethods,meta=(ToolTip="添加图标到小地图"))
        void Add_Flag(UUserWidget* flag, AActor* actor);
        
    };

     

    ArrayFlag是在C++定义的函数,可以在蓝图中显示中文说明文字。

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  • 原文地址:https://www.cnblogs.com/timy/p/10066118.html
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