基础操作,总是忘记,记录下来备忘,未完待续。。。
// Fill out your copyright notice in the Description page of Project Settings.#pragma once#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyTaskTestClass.generated.h"UCLASS()
class BUTTONCTEST_API AMyTaskTestClass : public AActor
{GENERATED_BODY()public:// Sets default values for this actor's propertiesAMyTaskTestClass();//可在编辑器内实时调用virtual void OnConstruction(const FTransform& Transform) override;protected:// Called when the game starts or when spawnedvirtual void BeginPlay() override;public:// Called every framevirtual void Tick(float DeltaTime) override;private:UPROPERTY(VisibleAnywhere)UStaticMeshComponent* TestMesh;UPROPERTY(VisibleAnywhere)USceneComponent* DefaultSceneRoot;
};
// Fill out your copyright notice in the Description page of Project Settings.#include "MyTaskTestClass.h"#include "UObject/ConstructorHelpers.h"
#include "Engine/StaticMesh.h"#include "HAL/Runnable.h"
#include "HAL/RunnableThread.h"// Sets default values
AMyTaskTestClass::AMyTaskTestClass()
{// 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;DefaultSceneRoot = CreateDefaultSubobject<USceneComponent>(TEXT("DefaultSceneRoot"));RootComponent = DefaultSceneRoot;TestMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("TestMesh"));TestMesh->SetupAttachment(DefaultSceneRoot);}void AMyTaskTestClass::OnConstruction(const FTransform& Transform)
{Super::OnConstruction(Transform);static ConstructorHelpers::FObjectFinder<UStaticMesh>MeshAsset1(TEXT("/Game/Torus_123.Torus_123"));if (MeshAsset1.Succeeded()){TestMesh->SetStaticMesh(MeshAsset1.Object);}static ConstructorHelpers::FObjectFinder<UStaticMesh>MeshAsset2(TEXT("/Game/Torus_234.Torus_234"));if (MeshAsset2.Succeeded()){TestMesh->SetStaticMesh(MeshAsset2.Object);}
}// Called when the game starts or when spawned
void AMyTaskTestClass::BeginPlay()
{Super::BeginPlay();}// Called every frame
void AMyTaskTestClass::Tick(float DeltaTime)
{Super::Tick(DeltaTime);
}/*
这是一个简单的函数,它接受两个整数并返回它们的和
int32 Add(int32 a, int32 b) {return a + b;
}// 在某个地方定义一个函数指针,并将它指向Add函数
int32 (*FuncPtr)(int32, int32) = Add;// 然后,你可以使用函数指针来调用Add函数
int32 Sum = FuncPtr(2, 3);
*/