UE中的Actor建立
新建C++类,继承Actor蓝图
C++代码:
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Floater.generated.h"
UCLASS()
//继承了Actor类
class MYC_TEST1_UOBJECT_API AFloater : public AActor
{
//主体
GENERATED_BODY()
public:
// Sets default values for this actor's properties,名字
AFloater();
//主体类型可见,表情名
UPROPERTY(VisibleAnywhere,Category="ActorMeshComponents")
//网格体指针
UStaticMeshComponent* StaticMesh;
protected:
// Called when the game starts or when spawned
//开始事件
virtual void BeginPlay() override;
public:
//声明Tick事件
// Called every frame
virtual void Tick(float DeltaTime) override;
};
// Fill out your copyright notice in the Description page of Project Settings.
#include "Floater.h"
// Sets default values
AFloater::AFloater()
{
// 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;
//默认object,静态网格体,组件命名
StaticMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("CustomStaticMesh"));
}
// Called when the game starts or when spawned开始事件
void AFloater::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame,Tick事件
void AFloater::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}

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