文章目录
- UObject实例化
- 创建一个MyObject类
- 在Default Pawn Class 中实现
- MyObject中参数调用
- UGameInstance实例化
- 创建GameInstance
UObject实例化
创建一个MyObject类
在Default Pawn Class 中实现
注意:要实现运行时调用可在这里提前配置,具体参考之前文章
#include "MyObject.h"
UCLASS()
class DEMO_API AMyPawn : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
AMyPawn();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
UPROPERTY(EditAnywhere)
UMyObject *MyCustomObject;
};
// Called when the game starts or when spawned
void AMyPawn::BeginPlay()
{
Super::BeginPlay();
// 使用模板类TSubclassOf创建对象
TSubclassOf<UMyObject> MyObjectClass = UMyObject::StaticClass();
MyCustomObject = NewObject<UMyObject>(GetWorld(), MyObjectClass);
if (MyCustomObject)
{
UE_LOG(LogTemp, Warning, TEXT("MyCustomObject is %s"),
*MyCustomObject->GetName());
}
}
点击运行,打印日志
MyObject中参数调用
//构造函数
FDateTableStruct();
ublic:
// 隐式创建并调用无参构造器
// 隐式创建方式在进程虚拟地址空间中的栈中分配内存,它的分配和释放由系统决定,
// 函数内局部变量的存储单元可以在栈上创建,函数执行完毕,系统会自动释放这些存储单元。
UPROPERTY()
FDateTableStruct MyDateTableStruct;
// 显式创建并调用无参构造器
// 这种创建方式和第一种一样,在进程虚拟地址空间中的栈中分配内存,
// 它的分配和释放由系统决定,函数内局部变量的存储单元可以在栈上创建,函数执行完毕,系统会自动释放这些存储单元。
// FDateTableStruct MyDateTableStruct = FDateTableStruct();
在MyObject.h中实现
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "UObject/NoExportTypes.h"
#include "MyObject.generated.h"
USTRUCT(BlueprintType)
struct FDateTableStruct : public FTableRowBase
{
GENERATED_USTRUCT_BODY()
//构造函数
FDateTableStruct();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "DateTableStruct")
FString ID;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "DateTableStruct")
FString Name;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "DateTableStruct")
int32 Age;
};
/**
*
*/
UCLASS()
class DEMO_API UMyObject : public UObject
{
GENERATED_BODY()
public:
// 隐式创建并调用无参构造器
// 隐式创建方式在进程虚拟地址空间中的栈中分配内存,它的分配和释放由系统决定,
// 函数内局部变量的存储单元可以在栈上创建,函数执行完毕,系统会自动释放这些存储单元。
UPROPERTY()
FDateTableStruct MyDateTableStruct;
// 显式创建并调用无参构造器
// 这种创建方式和第一种一样,在进程虚拟地址空间中的栈中分配内存,
// 它的分配和释放由系统决定,函数内局部变量的存储单元可以在栈上创建,函数执行完毕,系统会自动释放这些存储单元。
// FDateTableStruct MyDateTableStruct = FDateTableStruct();
};
在MyObject.cpp中实现
#include "MyObject.h"
FDateTableStruct::FDateTableStruct()
{
ID = "1001";
Name = "Kurenai";
Age = 18;
}
调用参数:
// Called when the game starts or when spawned
void AMyPawn::BeginPlay()
{
Super::BeginPlay();
// 使用模板类TSubclassOf创建对象
TSubclassOf<UMyObject> MyObjectClass = UMyObject::StaticClass();
MyCustomObject = NewObject<UMyObject>(GetWorld(), MyObjectClass);
if (MyCustomObject)
{
UE_LOG(LogTemp, Warning, TEXT("MyCustomObject is %s"), *MyCustomObject->GetName());
UE_LOG(LogTemp, Warning, TEXT("MyCustomObject ID is %s"), *MyCustomObject->MyDateTableStruct.ID);
UE_LOG(LogTemp, Warning, TEXT("MyCustomObject Name is %s"), *MyCustomObject->MyDateTableStruct.Name);
UE_LOG(LogTemp, Warning, TEXT("MyCustomObject Age is %d"), MyCustomObject->MyDateTableStruct.Age);
}
}
打印日志:
UGameInstance实例化
GameInstance是全局唯一单例,这个在引擎初始化的时候就已经生成,一直存在到引擎关闭。
主要用于为游戏保存全局临时数据,想要持久化保存需要用SaveGame。
创建GameInstance
UMyGameInstance.h
#pragma once
#include "CoreMinimal.h"
#include "Engine/GameInstance.h"
#include "MyGameInstance.generated.h"
/**
*
*/
UCLASS()
class DEMO_API UMyGameInstance : public UGameInstance
{
GENERATED_BODY()
public:
//构造函数
UMyGameInstance();
//添加数据成员
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyGameInstance")
FString AppID;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyGameInstance")
FString AppKey;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyGameInstance")
FString AppName;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyGameInstance")
FString AppVersion;
};
UMyGameInstance.cpp
#include "MyGameInstance.h"
UMyGameInstance::UMyGameInstance()
{
AppID = "123456789";
AppKey = "qwertyuiop";
AppName = "MyGame";
AppVersion = "1.0.0";
}
在MyPawn中调用
#include "MyGameInstance.h"
UCLASS()
class DEMO_API AMyPawn : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
AMyPawn();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
UPROPERTY()
UMyGameInstance *MyGameInstance;
};
// Called when the game starts or when spawned
void AMyPawn::BeginPlay()
{
Super::BeginPlay();
MyGameInstance = Cast<UMyGameInstance>(GetWorld()->GetFirstPlayerController()->GetGameInstance());
if (MyGameInstance)
{
UE_LOG(LogTemp, Warning, TEXT("MyGameInstance AppName is %s"), *MyGameInstance->AppName);
UE_LOG(LogTemp, Warning, TEXT("MyGameInstance AppID is %s"), *MyGameInstance->AppID);
UE_LOG(LogTemp, Warning, TEXT("MyGameInstance AppKey is %s"), *MyGameInstance->AppKey);
UE_LOG(LogTemp, Warning, TEXT("MyGameInstance AppVersion is %s"), *MyGameInstance->AppVersion);
}
}
编译后,在项目设置中配置
输出日志: