【UE4 基础知识】一些相关宏:Core、UBT、平台
Core 宏
主要用于反射
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UCLASS()
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USTRUCT()
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UENUM()
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UPROPERTY()
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UFUNCTION()
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UMETA()
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UPARAM()
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GENERATED_BODY() 和 GENERATED_UCLASS_BODY() 的区别 ( from UE4 C++ UCLASS构造函数易出错分析 )
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GENERATED_BODY() (现在一般都用这个了,另外一个属于比较老的版本)
如果定义的是GENERATED_BODY(),那么意味着我不需要使用父类的构造函数,也就是说,我不能直接使用父类的声明,但是,我需要去实现的时候,我就必须自己去声明,否则就会报错。UCLASS() class MYCHARACTER_API AMyCharacter : public ACharacter { GENERATED_BODY() public: AMyCharacter(const FObjectInitializer& ObjectInitializer); }; //如果不去声明自己的构造函数,就会报错: error C2084 AMyCharacter::AMyCharacter(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) {}
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GENERATED_UCLASS_BODY()
如果定义的是GENERATED_UCLASS_BODY(),那么意味着我使用父类的构造函数,也就是说,我不需要为自己声明构造函数,直接去实现父类声明那个构造函数。UCLASS() class MYCHARACTER_API AMyCharacter : public ACharacter { GENERATED_UCLASS_BODY() }; AMyCharacter::AMyCharacter(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) {} // 如果还去声明自己的构造函数,就会报错: error C2535: UCLASS() class MYCHARACTER_API AMyCharacter : public ACharacter { GENERATED_UCLASS_BODY() public: AMyCharacter(const FObjectInitializer& ObjectInitializer); };
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可查看 Engine\Source\Runtime\CoreUObject\Public\UObject\ObjectMacros.h
UBT 相关
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WITH_EDIROT (cpp)
#if WITH_EDITOR //是否在用编辑器编译 ... #endif if(GIsEdior) // GIsEdior 全局变量,是否再编辑(PIE)模式下运行
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WITH_EDITORONLY_DATA (.h 反射需要)
包裹 UPROPERTY()、UFunction()#if WITH_EDITORONLY_DATA UPROPERTY() FString ActorName; #endif
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所有 \Engine\Source\Runtime\Core\Public\Misc\Build.h
/*---------------------------------------------------------------------------- Mandatory bridge options coming from UBT, do not modify directly! ----------------------------------------------------------------------------*/ /** * Whether we are compiling with the editor; must be defined by UBT */ #ifndef WITH_EDITOR #define WITH_EDITOR 0 // for auto-complete #error UBT should always define WITH_EDITOR to be 0 or 1 #endif /** * Whether we are compiling with the engine; must be defined by UBT */ #ifndef WITH_ENGINE #define WITH_ENGINE 0 // for auto-complete #error UBT should always define WITH_ENGINE to be 0 or 1 #endif
运行模式相关
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使用实例
#if UE_BUILD_SHIPPING // do mobile specific stuff #endif
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\Engine\Source\Runtime\Core\Public\Misc\Build.h
/*-------------------------------------------------------------------------------- Build configuration coming from UBT, do not modify --------------------------------------------------------------------------------*/ // Set any configuration not defined by UBT to zero #ifndef UE_BUILD_DEBUG #define UE_BUILD_DEBUG 0 #endif #ifndef UE_BUILD_DEVELOPMENT #define UE_BUILD_DEVELOPMENT 0 #endif #ifndef UE_BUILD_TEST #define UE_BUILD_TEST 0 #endif #ifndef UE_BUILD_SHIPPING #define UE_BUILD_SHIPPING 0 #endif #ifndef UE_GAME #define UE_GAME 0 #endif #ifndef UE_EDITOR #define UE_EDITOR 0 #endif #ifndef UE_BUILD_SHIPPING_WITH_EDITOR #define UE_BUILD_SHIPPING_WITH_EDITOR 0 #endif #ifndef UE_BUILD_DOCS #define UE_BUILD_DOCS 0 #endif /** * Whether compiling for dedicated server or not. */ #ifndef UE_SERVER #define UE_SERVER 0 #endif
平台相关
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使用示例
#if PLATFORM_IOS || PLATFORM_ANDROID // do mobile specific stuff #endif // Runtime/Core/Public/HAL/PlatformProcess.h #if PLATFORM_WINDOWS #include "Windows/WindowsPlatformProcess.h" #elif PLATFORM_PS4 #include "PS4/PS4Process.h" #elif PLATFORM_XBOXONE #include "XboxOne/XboxOneProcess.h" #elif PLATFORM_MAC #include "Mac/MacPlatformProcess.h" #elif PLATFORM_IOS #include "IOS/IOSPlatformProcess.h" #elif PLATFORM_ANDROID #include "Android/AndroidProcess.h" #elif PLATFORM_HTML5 #include "HTML5/HTML5PlatformProcess.h" #elif PLATFORM_LINUX #include "Linux/LinuxPlatformProcess.h" #elif PLATFORM_SWITCH #include "Switch/SwitchPlatformProcess.h" #endif
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平台宏定义 \Engine\Source\Runtime\Core\Public\HAL\Platform.h
// define all other platforms to be zero //@port Define the platform here to be zero when compiling for other platforms #if !defined(PLATFORM_WINDOWS) #define PLATFORM_WINDOWS 0 #endif #if !defined(PLATFORM_XBOXONE) #define PLATFORM_XBOXONE 0 #endif #if !defined(PLATFORM_MAC) #define PLATFORM_MAC 0 // If PLATFORM_MAC is defined these will be set appropriately in // MacPlatform.h #define PLATFORM_MAC_X86 0 #define PLATFORM_MAC_ARM64 0 #endif #if !defined(PLATFORM_PS4) #define PLATFORM_PS4 0 #endif #if !defined(PLATFORM_IOS) #define PLATFORM_IOS 0 #endif #if !defined(PLATFORM_TVOS) #define PLATFORM_TVOS 0 #endif #if !defined(PLATFORM_ANDROID) #define PLATFORM_ANDROID 0 #endif #if !defined(PLATFORM_ANDROID_ARM) #define PLATFORM_ANDROID_ARM 0 #endif #if !defined(PLATFORM_ANDROID_ARM64) #define PLATFORM_ANDROID_ARM64 0 #endif #if !defined(PLATFORM_ANDROID_X86) #define PLATFORM_ANDROID_X86 0 #endif #if !defined(PLATFORM_ANDROID_X64) #define PLATFORM_ANDROID_X64 0 #endif #if !defined(PLATFORM_ANDROID_VULKAN) #define PLATFORM_ANDROID_VULKAN 0 #endif #if !defined(PLATFORM_ANDROIDGL4) #define PLATFORM_ANDROIDGL4 0 #endif #if !defined(PLATFORM_LUMINGL4) #define PLATFORM_LUMINGL4 0 #endif #if !defined(PLATFORM_LUMIN) #define PLATFORM_LUMIN 0 #endif #if !defined(PLATFORM_APPLE) #define PLATFORM_APPLE 0 #endif #if !defined(PLATFORM_LINUX) #define PLATFORM_LINUX 0 #endif #if !defined(PLATFORM_LINUXAARCH64) #define PLATFORM_LINUXAARCH64 0 #endif #if !defined(PLATFORM_SWITCH) #define PLATFORM_SWITCH 0 #endif #if !defined(PLATFORM_FREEBSD) #define PLATFORM_FREEBSD 0 #endif #if !defined(PLATFORM_UNIX) #define PLATFORM_UNIX 0 #endif #if !defined(PLATFORM_MICROSOFT) #define PLATFORM_MICROSOFT 0 #endif #if !defined(PLATFORM_HOLOLENS) #define PLATFORM_HOLOLENS 0 #endif
参考
作者:砥才人
出处:https://www.cnblogs.com/shiroe
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