UE4C++(1)添加组件

这个是.h里的代码

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Components/StaticMeshComponent.h"
#include "SphareBase.generated.h"

UCLASS()
class TEXTGAME_API ASphareBase : public APawn
{
    GENERATED_BODY()

public:
    // Sets default values for this pawn's properties
    ASphareBase();
        //添加组件,设置宏为引擎到处可编辑,蓝图改写没问题
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
        UStaticMeshComponent * SphereMesh;


protected:
    // Called when the game starts or when spawned
    virtual void BeginPlay() override;

public:    
    // Called every frame
    virtual void Tick(float DeltaTime) override;

    // Called to bind functionality to input
    virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

};

这个是.cpp里面的代码

#include "SphareBase.h"

// Sets default values
ASphareBase::ASphareBase()
{
     // Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = true;

    SphereMesh = CreateDefaultSubobject(TEXT("SphereBase"));//创建组件方法
    SphereMesh->SetSimulatePhysics(true);//设置物理属性开启
}

// Called when the game starts or when spawned
void ASphareBase::BeginPlay()
{
    Super::BeginPlay();
    
}

// Called every frame
void ASphareBase::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);

}

// Called to bind functionality to input
void ASphareBase::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
    Super::SetupPlayerInputComponent(PlayerInputComponent);

}

 

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