C++ UFunction({FLAG}) 宏 FLAG 解释笔记
1、BlueprintCallable --蓝图可调用 但不可编辑
2、BlueprintImplementableEvent --函数体必须实现与Blueprint 但函数名必须生成与C++ .h
3、BlueprintNativeEvent -- BlueprintNativeEvent functions are like a combination of BlueprintCallable and BlueprintImplementableEventfunctions. They have default behaviors programmed in C++, but these can be supplemented or replaced by overriding in the Blueprint Graph. When programming these, the C++ code always goes in a virtual function with "_Implementation" added to the end of the name, as shown below. This is the most flexible option, so we will use it for this tutorial.
https://docs.unrealengine.com/latest/CHN/Programming/UnrealArchitecture/Reference/Functions/Specifiers/index.html
相关文献--文档:
https://docs.unrealengine.com/latest/CHN/Programming/Tutorials/VariablesTimersEvents/2/index.html
本文原创,不定时更新
可以随意转载到任何网站
~但是~ 转载也要按“基本法”
请注明原文出处和作者