unreal engine 5.2 基本数据类型
基本数据类型
蓝图 | C++ | sizeof | 描述 |
---|---|---|---|
Boolean | bool | 1 | true / false |
Byte | uint8 | 1 | 0 / 255 |
Integer | int32 | 4 | −2,147,483,648 / 2,147,483,647 |
Integer64 | int64 | 8 | −9,223,372,036,854,775,808 / 9,223,372,036,854,775,807 |
Float | double | 8 | |
Name | FName | 12 | 不区分大小写。它们为不可变,无法被操作。 |
String | FString | 16 | 可变字符串 |
Text | FText | 24 | 文本本地化的主要组件 |
Vector | FVector | 24 | |
Vector2D | FVector2D | 16 | |
Rotator | FRotator | 24 | |
Transform | FTransform | 96 | |
UObject | UObject | 48 | |
UFunction | UFunction | 264 | |
AActor | AActor | 1024 |
通过C++ Header Preview工具查看实际映射
/** Please add a class description */
UCLASS(Blueprintable, BlueprintType)
class ABp_HelloGameState : public AHelloGameStateBase
{
GENERATED_BODY()
public:
/** Please add a variable description */
UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="Default")
TObjectPtr<USceneComponent> DefaultSceneRoot;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category="Default")
bool NewVar;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category="Default")
uint8 NewVar_0;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category="Default")
int32 NewVar_1;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category="Default")
int64 NewVar_2;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category="Default")
double NewVar_3;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category="Default")
FName NewVar_4;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category="Default")
FString NewVar_5;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category="Default")
FText NewVar_6;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category="Default")
FVector NewVar_7;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category="Default")
FRotator NewVar_8;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category="Default")
FTransform NewVar_9;
};
参考
https://docs.unrealengine.com/5.2/zh-CN/blueprint-variables-in-unreal-engine/
https://docs.unrealengine.com/5.2/zh-CN/string-handling-in-unreal-engine/
https://docs.unrealengine.com/5.0/zh-CN/epic-cplusplus-coding-standard-for-unreal-engine/
https://www.tomlooman.com/unreal-engine-cpp-guide/
https://en.cppreference.com/w/cpp/language/types
https://zhuanlan.zhihu.com/p/163587790