官术网_书友最值得收藏!

Chapter 2. Creating Classes

This chapter focuses on how to create C++ classes and structs that integrate well with the UE4 Blueprints editor. These classes are graduated versions of the regular C++ classes, and are called UCLASS.

Tip

A UCLASS is just a C++ class with a whole lot of UE4 macro decoration on top. The macros generate additional C++ header code that enables integration with the UE4 Editor itself.

Using UCLASS is a great practice. The UCLASS macro, if configured correctly, can possibly make your UCLASS Blueprintable. The advantage of making your UCLASS Blueprintable is that it can enable your custom C++ objects to have Blueprints visually editable properties (UPROPERTY) with handy UI widgets such as text fields, sliders, and model selection boxes. You can also have functions (UFUNCTION) that are callable from within a Blueprints diagram. Both of these are shown in the following screenshots:

On the left, two UPROPERTY decorated class members (a UTexture reference and an FColor) show up for editing in a C++ class's Blueprint. On the right, a C++ function GetName marked as BlueprintCallable UFUNCTION shows up as callable from a Blueprints diagram.

Note

Code generated by the UCLASS macro will be located in a ClassName.generated.h file, which will be the last #include required in your UCLASS header file, ClassName.h.

The following are the topics that we will cover in this chapter:

  • Making a UCLASS – deriving from UObject
  • Creating a user-editable UPROPERTY
  • Accessing a UPROPERTY from Blueprints
  • Specifying a UCLASS as the type of a UPROPERTY
  • Creating a Blueprint from your custom UCLASS
  • Instantiating UObject-derived classes (ConstructObject <> and NewObject <>)
  • Destroying UObject-derived classes
  • Creating a USTRUCT
  • Creating a UENUM()
  • Creating a UFUNCTION

Tip

You will notice that the sample objects we create in this class, even when Blueprintable, will not be placed in levels. That is because in order to be placed in levels, your C++ class must derive from the Actor base class, or below it. See Chapter 4, Actors and Components for further details.

主站蜘蛛池模板: 西充县| 财经| 安新县| 永寿县| 贵溪市| 保德县| 康保县| 珠海市| 顺昌县| 夏邑县| 高碑店市| 客服| 玛曲县| 咸宁市| 大城县| 班戈县| 蒙城县| 丰县| 如皋市| 赣榆县| 慈利县| 丽江市| 文水县| 新泰市| 科技| 临江市| 闽侯县| 鹤岗市| 阳东县| 江西省| 肇州县| 宝鸡市| 琼海市| 同仁县| 钦州市| 沈阳市| 会东县| 东宁县| 明光市| 淳化县| 望都县|