中EN

Unreal Engine Reflection System

  • The Unreal Engine Reflection System encapsulates your classes with various macros that provide engine and editor functionality. ... it is possible to have standard C++ classes, functions, and variables.
  • TSubclassOf is a template class that provides UClass type safety ... e.g. expose to Blueprint where a designer can assign which weapon class is spawned.
  • Structs can be defined with USTRUCT().
  • The Unreal Smart Pointer Library: Shared Pointers, Weak Pointers, Unique Pointers, Shared References (non-nullable).
  • Interfaces provide functions and additional gameplay behavior you can implement in multiple or different classes.
  • Metadata Specifiers control how classes, interfaces, structs, enums, functions, or properties interact with the engine and editor.
  • UFUNCTION and UPROPERTY macros make UE aware of new classes, functions, and variables.

引用这一章的笔记

输入关键词开始搜索

滚轮或双指缩放 · 拖动平移 · 双击放大 / 还原