蓝图比C++性能较慢;
蓝图起作用需在场景中创建实例;
在Event Graph内
- 按住右键,平移界面;
- 滚动滚轮,缩放界面;
- 按住左键+节点,移动节点;
- 右击,显示节点对话框;
- 按住左键+引脚,可拖出引线;
- 按住alt+点击引脚,断开引线;
- 按住ctrl+点击引脚,重连引线;
蓝图执行顺序
- Construction Script
- Event Graph
- 只能一个事件开始,从左到右沿着白色引线执行;
多使用注释;
不同类型的节点,用不同颜色标识;
变量类型:
- Boolean、byte、integer、integer64、float、name、string、text、vector、rotator、transform;
append,to lower/to upper,....
ctrl,get variable
shift,set variable
public、private,其他蓝图或子蓝图内是否能使用;
expose variables in the scene
spawn actors in the scene via buleprints
- spawn actor from class
- expose on spawn
Array
Flow Control
- Branch
- Sequence
- For Loop
- While Loop
- Do N,从头执行N次;
- Do Once
- Flip Flop
- Gate
- MultiGate
Events
- when something happens in your game;
- multiple events can be triggled at the same time;
- you can call and overlap events;
- events accept time actions:delay,timeline;
- events don't return values;
- they appear in the event graph;
- they don't have their own graph;
Functions
- action that is performed;
- they are like actions that triggers and bring results instant;
- they don't accept time actions;
- you can't accept custom events;
- they have their own execution graph;
Macros
- Macros is a collection of different actions;
- you can re-use it in your code multiple times;
- they don't accept time actions;
- they don't accept custom events;
- they accept input and output;
- they are not seen in C++;
- they have their own execution graph;
Collapse Graph
Enum
switch on ...
Game Structure
Controller 只能控制一个pawn;
- get world location
- get world rotation
- get world scale
- get world transform
- get relative location
- get relative rotation
- get relative scale 3D
- get relative transform
- spawn actor from class
- Get All Actors of Class
- destroy actor
- is valid
骨架mesh
trigger
Mesh Tags
- actor has tag
set timer by event
clear timer by function name
Blueprint Communication
- 直接在Character上,创建开门逻辑,创建变量引用BP_Door(instance editable);Auto Possess Player;快捷键E(1不起作用);
- Cast,通过cast访问到指定的蓝图类,在获取该蓝图类的事件等执行;
Blueprint Basic
- sphere trace by channel
- Blueprint Interface,声明一个函数(定义蓝图间接口的函数)的蓝图;添加了此接口的蓝图,即拥有此函数;
- event "interfacename"
- 可创建输入、输出,此时将转化为函数;
Event Dispatcher
Game Mode
- default pawn class:BP_MyCharacter
Grab Object
TimeLine
set timer by event
clear and invalidate timer by handle
set timer by function name
clear timer by function name
FPS = 1/Delta
- stat fps
- stat unit
- stat game
- t.maxfps 120
Vector
origin point
Forward Vector:x轴
Right Vector
Up Vector
Rotate Vector
Rotation From X Vector
Find Look at Rotation
Velocity
- get velocity