UE4:C++Actorããè²ã ãªåã®å¤æ°ãUPROPERTYãã¦ã¿ãã
ã¨ãã£ã¿ããã«ã¼ããªã³ãããC++ã§ä½ã£ãActorã®ã¡ã³ãã¼å¤æ°ã«ã¢ã¯ã»ã¹ããã«ã¯ãUPROPERTYãã¯ããæå®ããå¿
è¦ããããããã®ã§ãè²ã
ãªåã®å¤æ°ãUPROPERTYãã¦ã¿ã¾ããã
ãã®æãããã£ããã¨ãããã®ã§è¨ãã¾ãã
- ã¨ãããããªããUPROPERTYã¯ãUPROPERTY(EditAnywhere, BlueprintReadWrite)ã«ãã¦ããã°ãã¨ãã£ã¿ã¼ã¨BPããã¢ã¯ã»ã¹ã§ããã
- æ´æ°ã¯uin8ã¨Int32以å¤ã¯ãã¨ãã£ã¿ã¼ã¨BPããã¢ã¯ã»ã¹ã§ããªãã¿ãããï¼ã³ã³ãã¤ã«ã¨ã©ã¼ã«ã¯ãªããªãï¼
- æµ®åå°æ°ã¯doubleã¯ã ãã§ãfloatã®ã¿ã¨ãã£ã¿ã¼ã¨BPããã¢ã¯ã»ã¹ã§ããã¿ãããã³ã³ãã¤ã«ã¨ã©ã¼ã«ã¯ãªããªãï¼
- enum 㯠UENUM()ãã¯ã ã¨ãTEnumAsByteãã³ãã¬ã¼ãã使ãå¿ è¦ããããã®ã§è¨è¿°ãã¡ãã£ã¨é¢åã
- é åã¯TArrayãã³ãã¬ã¼ããã¤ããã°ããã
- UPROPERTYãã¯ãã®å¼æ°Categoryã¯åãåããã¯å¿ è¦ãªããã©ãå¤æ°ãå¢ãã¦ããããåé¡ããã®ã«ä¾¿å©ãååã¯èªç±ã«ã¤ããããã
- å¤æ°ã®ããã©ã«ãå¤ã®è¨å®ã¯ãã¯ã©ã¹ã®ã³ã³ã¹ãã©ã¯ã¿ã§è¨å®ããã°ããããããã©ã«ãå¤ã«ãªãã
//enumã®ä¸ã«UENUM()ããããªãã¨ãã¨ã³ã¸ã³ãèªèããªãã§ãã UENUM() enum ETestEnumType{ TypeA, TypeB, TypeC, TypeD, }; ï¼ ï¼ // æ´æ°ã¯uin8ã¨Int32以å¤ã¯ãã¨ãã£ã¿ã¼ã¨BPããã¢ã¯ã»ã¹ã§ããªãã¿ããã UPROPERTY(EditAnywhere, BlueprintReadWrite,Category=Integer) uint8 uint8Value; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Integer) uint16 uint16Value; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Integer) uint32 uint32Value; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Integer) uint64 uint64Value; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Integer) int8 int8Value; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Integer) int16 int16Value; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Integer) int32 int32Value; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Integer) int64 int64Value; //æµ®åå°æ°ã¯floatã®ã¿ã¨ãã£ã¿ã¼ã¨BPããã¢ã¯ã»ã¹ã§ããã¿ããã UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Float) float floatValue; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Float) double doubleValue; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Boolean) bool bBoolValue; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Boolean) uint32 bBFBoolValue:1; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = String) FString FStringValue; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = String) FName FNameValue; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = String) FText FTextValue; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Object) AActor* ActorValue; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Object) UStaticMeshComponent* StaticMeshCompValue; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Etc) FVector FVectorValue; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Etc) FRotator FRotatorValue; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Etc) FColor FColorValue; //enum 㯠TEnumAsByteã¨ãããã³ãã¬ã使ãå¿ è¦ãããã UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Etc) TEnumAsByte<ETestEnumType> ENumValue; //é åã¯TArrayãã³ãã¬ã¼ããã¤ããã°ããã UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Etc) TArray<int32> arrayValue;
ãããã°ããªãã¦ãã¨ãªããã©ãUnityã§ã¯ã©ã¹ã®å¤æ°ãã¨ãã£ã¿ã¼ã«å
¬éãããããçãããã¾ããã
å
¬å¼ããã¥ã¡ã³ãã®ãã¼ã¸ã«ã¯ãUPROPERTYã®è¨èªèª¬æã®ãã¼ã¸ã¯ãããã©ã使ãæ¹ã®èª¬æã足ããªãæ°ããã¾ãã
åè