藍圖方法cpp使用
例:打LOG:Print String
藍圖節點的鼠標tips:Target is Kismet System Libraryphp
#include "Runtime/Engine/Classes/Kismet/KismetSystemLibrary.h" UKismetSystemLibrary::PrintString(this, s) //KismetSystemLibrary 繼承UObject
DEFINE_LOG_CATEGORY_STATIC(LogName, Log, All); //.cpp文件聲明LOG。注:LogName不能重,Log是個枚舉,All是個枚舉 UE_LOG(LogName, Log, TEXT("abc %s"),s);//能夠像Printf樣打印出
DECLARE_LOG_CATEGORY_EXTERN(AAAAA, Log, All); //在.h文件聲明LOG DEFINE_LOG_CATEGORY(AAAAA);//在.cpp文件使用
#include "Engine/Engine.h" GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("%s %f"), *Msg, Value));//引擎打LOG 注意-1 這個key能夠用來當消息池索引
UFUNCTION(BlueprintCallable, Category = "test")
void SendMsg(FString msg);//供藍圖調用的C++函數c++
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "ReceiveEvent"))
void ReceiveEvent(const FString& message);//藍圖實現函數供C++調用函數
參考Actor BeginPlay:
meta=(DisplayName="BeginPlay")
void ReceiveBeginPlay
在C++ BeginPlay裏調用ReceiveBeginPlaythis
UFUNCTION(BlueprintPure, Category = "TAMediator") //藍圖輸出 綠色.net
UFUNCTION(BlueprintNativeEvent) //本函數可用C++或藍圖實現
void fun1();//藍圖覆寫函數
virtual void fun1_Implementation();//UHT生成 c++要重寫的函數debug
UINTERFACE(Category = "My Interface", BlueprintType, meta = (DisplayName = "My Interface")) class MYMODULE_API UMyInterface : public UInterface { GENERATED_UINTERFACE_BODY() }; class MYMODULE_API IMyInterface { GENERATED_IINTERFACE_BODY() public: UFUNCTION(BlueprintCallable) virtual void fun1();//Error UFUNCTION(BlueprintCallable) void fun1();//Error UFUNCTION(BlueprintNativeEvent) void fun1();//藍圖可覆寫 /// My Initialization Interface. UFUNCTION(BlueprintNativeEvent, BlueprintCallable) void OnInitialized(const AMyActor* Context);// 藍圖可覆寫可調用 UFUNCTION(BlueprintImplementableEvent) void Death();//True 在藍圖內以事件呈現 };
C++內調用 OnInitialized:code
const auto &Interface = Cast<IMyInterface>(Actor); if (Interface) { Interface->Execute_OnInitialized(Actor,Context); } // Else, Execute Interface on Blueprint layer instead: if (Actor->GetClass()->ImplementsInterface(UMyInterface::StaticClass())) { IMyInterface::Execute_OnInitialized(Actor,Context); }
https://wiki.unrealengine.com/index.php?title=Interfaces_in_C%2B%2B
https://blog.csdn.net/debugconsole/article/details/50454884blog