【发布时间】:2020-12-29 08:01:20
【问题描述】:
我是 UE4 的新手,但我对 C++ 有一些基本了解,并且我一直在开发一款 FPS 射击游戏,这对我来说有点挑战。我在这里,有一个问题仍然没有解决。
这是我的代码的一部分:
FPSCharacter.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;
...
};
Weapon.h(我认为在这种情况下这无关紧要,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;
};
然后我有一些基于 UWeapon 类创建的蓝图类等待分配给FPSCharacter.h 上的这三个变量,它们是UWeapon* Primary、UWeapon* Secondary 和UWeapon* Tertiary。
如我所愿,我进入了 FPSCharacter 的 Blueprint 类,并将这三个变量分配给我为它们创建的 Blueprint 类。
修改这些值: https://imgur.com/a/5TVe2t6
点击编译按钮: https://imgur.com/a/fuauwKn
单击编译按钮后,所有这些变量都恢复为默认值。 (值为无)
这有什么问题?我做错什么了吗?请帮我解决这个问题。在此先感谢 ;)
【问题讨论】:
标签: c++ unreal-engine4 unreal-blueprint