我是UE4的新手,但我对C++有一些基本的了解,我一直在开发一款FPS射击游戏,这对我来说有点挑战。现在我遇到了一个仍然没有解决的问题。
这是我的一部分代码:
FPS字符h:
#pragma once
...
#include "Weapon.h"
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "FPSCharacter.generated.h"
UCLASS()
class GAME_API AFPSCharacter : public ACharacter
{
GENERATED_BODY()
public:
...
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon")
UWeapon* Primary;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon")
UWeapon* Secondary;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon")
UWeapon* Tertiary;
...
};
武器。h(我认为在这种情况下这并不重要,但仍然如此(:
#pragma once
#include "CoreMinimal.h"
#include "Item.h"
#include "Weapon.generated.h"
UCLASS()
class GAME_API UWeapon : public UItem
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item")
float MagSize = 30.f;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item")
float FireRate;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item")
float BulletRange = 100000000.f;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item")
float BaseDamage = 35.f;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item")
float DamageDropRate = 0.8f;
protected:
virtual void Use(class AFPSCharacter* Character) override;
};
然后,我在UWeapon类的基础上创建了一些Blueprint类,等待分配给FPSCharacter.h
上的三个变量,即UWeapon* Primary
、UWeapon* Secondary
和UWeapon* Tertiary
。
按照我的意图,我进入FPSCharacter的Blueprint类,并将这三个变量分配给我为它们创建的Blueprint类别。
修改这些值:https://i.stack.imgur.com/ZpCcc.jpg
单击编译按钮:https://i.stack.imgur.com/fXkbp.jpg
单击"编译"按钮后,所有这些变量都返回到默认值。(有值无(
这是怎么回事?我做错什么了吗?请帮我解决这个问题。提前感谢;(
您应该将Instanced
关键字添加到武器变量的UPROPERTY说明符中。这样,一个对象的实例将被创建并分配给一个属性,从而正确地保存
您可能还需要将EditInlineNew
作为UCLASS说明符添加到武器类中。
FPS字符.h
UCLASS()
class GAME_API AFPSCharacter : public ACharacter
{
// Other code...
UPROPERTY(Instanced, EditAnywhere, BlueprintReadWrite, Category = "Weapon")
UWeapon* Tertiary;
}
武器.h
UCLASS(EditInlineNew)
class GAME_API UWeapon : public UItem
{
// Weapon stuff
}