蓝图 C++ 互调
BlueprintCallable
UFUNCTION(BlueprintCallable, Category = "test")
void SendMsg(FString msg);//供蓝图调用的C++函数
BlueprintImplementableEvent
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "ReceiveEvent"))
void ReceiveEvent(const FString& message);//蓝图实现函数供C++调用
参考Actor BeginPlay:
meta=(DisplayName="BeginPlay")
void ReceiveBeginPlay
在C++ BeginPlay里调用ReceiveBeginPlay
BlueprintPure
UFUNCTION(BlueprintPure, Category = "TAMediator") //蓝图输出 绿色
BlueprintNativeEvent
UFUNCTION(BlueprintNativeEvent) //本函数可用C++或蓝图实现
void fun1();//蓝图覆写函数
virtual void fun1_Implementation();//UHT生成 c++要重写的函数
C++实现蓝图接口
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();//蓝图可覆写
/// My Initialization Interface.
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
void OnInitialized(const AMyActor* Context);// 蓝图可覆写可调用
UFUNCTION(BlueprintImplementableEvent)
void Death();//True 在蓝图内以事件呈现
};
C++内调用 OnInitialized:
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);
}
相关网址
https://wiki.unrealengine.com/index.php?title=Interfaces_in_C%2B%2B
https://blog.csdn.net/debugconsole/article/details/50454884
原文链接: https://www.cnblogs.com/mattins/p/9234444.html
欢迎关注
微信关注下方公众号,第一时间获取干货硬货;公众号内回复【pdf】免费获取数百本计算机经典书籍
原创文章受到原创版权保护。转载请注明出处:https://www.ccppcoding.com/archives/276690
非原创文章文中已经注明原地址,如有侵权,联系删除
关注公众号【高性能架构探索】,第一时间获取最新文章
转载文章受原作者版权保护。转载请注明原作者出处!