UE4 C++与蓝图交互

一、C++调用蓝图的函数

本来应该有一个很好的示例,但一下却忘了适用于哪些地方,只有简单写一个步骤了。

1.新建一个C++类继承Actor,名称随意,我这里继承了一个SplineMesh,一样de,并定义一个函数表示在蓝图中可重载(同时这个函数在C++中不必实现)

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "Engine/SplineMeshActor.h"
#include "MySplineMeshActor.generated.h"

/**
 * 
 蓝图可继承
 */
UCLASS(Blueprintable)
class MYPROJECT_API AMySplineMeshActor : public ASplineMeshActor
{
	GENERATED_BODY()
	
	
public:
	AMySplineMeshActor();

	/*此函数可以在蓝图或关卡蓝图图表内进行重载*/
	UFUNCTION(BlueprintImplementableEvent, Category="SplineMesh")
	void PrintMessage(const FString &Message);
};
2.新建一个蓝图继承此类,并重载PrintMessage函数,我这里就是讲Message打印出来


3.将蓝图拖在场景中,这里的名称设置为BP_MySplineMesh_Actor,后面方便查询

4.在C++中找到这个物体并调用PrintMessage函数

void AMyPlayerController::BeginPlay()
{
	TArray<AActor*> _TempArryActors;
	UGameplayStatics::GetAllActorsOfClass(GetWorld(), AActor::GetClass(), _TempArryActors);
	for (int32 i = 0; i < _TempArryActors.Num(); i++)
	{
		if (_TempArryActors[i]->GetName() == FString("BP_MySplineMesh_Actor"))
		{
			Cast<AMySplineMeshActor>(_TempArryActors[i])->PrintMessage(TEXT("找到Actor&调用PringMessage函数"));
		}
	}
}
5.运行截图


posted on 2016-09-18 10:32  王亮1  阅读(2020)  评论(0编辑  收藏  举报

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