- Unreal Engine 4 Scripting with C++ Cookbook
- William Sherif Stephen Whittle
- 221字
- 2021-07-08 10:50:49
Creating a UFUNCTION
UFUNCTION()
are useful because they are C++ functions that can be called from both your C++ client code as well as Blueprints diagrams. Any C++ function can be marked as a UFUNCTION()
.
How to do it...
- Construct a
UClass
with a member function that you'd like to expose to Blueprints. Decorate that member function withUFUNCTION( BlueprintCallable, Category=SomeCategory)
to make it callable from Blueprints. For example, the following is theWarrior
class again:// Warrior.h class WRYV_API AWarrior : public AActor { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Properties) FString Name; UFUNCTION(BlueprintCallable, Category = Properties) FString ToString(); }; // Warrior.cpp FString UProfile::ToString() { return FString::Printf( "An instance of UProfile: %s", *Name ); }
- Create an instance of your
Warrior
class by dragging an instance on to your game world. - From Blueprints, call the
ToString()
function on thatWarrior
instance by clicking on yourWarrior
instance. Then, in a Blueprints diagram, type inToString()
. It should look like in the following screenshot:
Tip
In order to call a function on an instance, the instance must be selected in the World Outliner when you start to type into the autocomplete menu in the Blueprints diagram, as shown in the following screenshot:

How it works…
UFUNCTION()
are really C++ functions, but with additional metadata that make them accessible to Blueprints.
推薦閱讀
- Java逍遙游記
- Power Up Your PowToon Studio Project
- Python金融數(shù)據(jù)分析
- 教孩子學(xué)編程:C++入門圖解
- Python機(jī)器學(xué)習(xí)經(jīng)典實(shí)例
- Unity 5 for Android Essentials
- 微信小程序入門指南
- JavaScript入門經(jīng)典
- C程序設(shè)計(jì)實(shí)踐教程
- Access 2010數(shù)據(jù)庫應(yīng)用技術(shù)(第2版)
- Learning Continuous Integration with TeamCity
- Internet of Things with ESP8266
- Oracle實(shí)用教程
- Practical GIS
- Photoshop智能手機(jī)APP界面設(shè)計(jì)