虚幻C如何生成类到场景中,代码参考
时间: 2024-05-10 20:21:30 浏览: 172
PVS-STUDIO团队改进虚幻引擎代码的方法
在虚幻引擎中,可以通过以下步骤将一个类生成到场景中:
1. 创建一个Actor类或Blueprint类,可以在Content Browser中右键点击选择Create New,然后选择Actor或Blueprint。
2. 在编辑器中打开该类文件,添加你需要的组件和属性。
3. 在场景中右键点击选择添加Actor或Blueprint,选择你创建的类。
4. 在细节面板中设置该类的属性和位置等信息。
以下是一个简单的代码示例,可以在C++中生成一个Actor类到场景中:
```cpp
// MyActor.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyActor.generated.h"
UCLASS()
class MYPROJECT_API AMyActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AMyActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
private:
UPROPERTY(EditAnywhere)
UStaticMeshComponent* MeshComponent;
};
```
```cpp
// MyActor.cpp
#include "MyActor.h"
// Sets default values
AMyActor::AMyActor()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
// Create a static mesh component and set it as the root component
MeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComponent"));
RootComponent = MeshComponent;
}
// Called when the game starts or when spawned
void AMyActor::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AMyActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
```
在场景中添加该类可以通过以下代码实现:
```cpp
// MyLevelScriptActor.cpp
#include "MyLevelScriptActor.h"
#include "MyActor.h"
AMyLevelScriptActor::AMyLevelScriptActor()
{
PrimaryActorTick.bCanEverTick = false;
}
void AMyLevelScriptActor::BeginPlay()
{
Super::BeginPlay();
// Create an instance of MyActor and set its location
FActorSpawnParameters SpawnParams;
SpawnParams.Owner = this;
AMyActor* MyActor = GetWorld()->SpawnActor<AMyActor>(AMyActor::StaticClass(), FVector(0.f, 0.f, 0.f), FRotator::ZeroRotator, SpawnParams);
}
```
当该Level Script Actor被创建时,它将在场景中生成一个MyActor类的实例,并将其位置设置为(0, 0, 0)。
阅读全文