#include "Components/StaticMeshComponent.h" #include "Engine/StaticMesh.h" auto comp1 = CreateDefaultSubobject<UStaticMeshComponent>("Cube"); ConstructorHelpers::FObjectFinder<UStaticMesh> sm(TEXT("/Engine/BasicShapes/Cube.Cube")); comp1->SetStaticMesh(sm.Object); comp1->SetWorldScale3D(FVector(0.5)); comp1->SetupAttachment(RootComponent);
https://blog.csdn.net/yangxuan0261/article/details/52097699c++
#define DECLARE_DELEGATE( DelegateName ) FUNC_DECLARE_DELEGATE( DelegateName, void );
#define FUNC_DECLARE_DELEGATE( DelegateName, ... ) \ typedef TBaseDelegate<__VA_ARGS__> DelegateName;
UKismetSystemLibrary::Delay(this, HitDelayTime, FLatentActionInfo(16, 2147483647, TEXT("方法名"), this));//這個延時執行一個方法this
LoadObject 在 Object.h內 不用找頭文件了,動態加載 GO.net
SMC = CreateDefaultSubobject<UStaticMeshComponent>("SMC"); ConstructorHelpers::FObjectFinder<UStaticMesh> sm(TEXT("/Game/Code/Cell/CellMs.CellMs"));//查找模型加載 SMC->SetStaticMesh(sm.Object); SMC->AttachTo(RootComponent); SMC->CastShadow = false; SMC->SetCollisionProfileName(UCollisionProfile::CustomCollisionProfileName);//自定義碰撞配置文件 SMC->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore);//忽略全部通道 SMC->SetCollisionObjectType(ECollisionChannel::ECC_WorldStatic);//世界靜態碰撞對象 SMC->SetCollisionResponseToChannel(ECollisionChannel::ECC_GameTraceChannel5, ECollisionResponse::ECR_Block);//使用自定義通道
PlayerContorller set enable click event 啓用鼠標點擊事件code