目录
提升编译速度
路径:C:\Users\Administrator\AppData\Roaming\Unreal Engine\UnrealBuildTool
添加代码
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<BuildConfiguration>
<bAllowXGE>false</bAllowXGE>
<MaxParallelActions>12</MaxParallelActions>
</BuildConfiguration>
</Configuration>
Editor Preferences
新建C++类
菜单栏:Tools -> New C++ Class ...
//MyActor.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyActor.generated.h"
//UCLASS()是宏,用于声明一个UE类,告诉编译系统这个类需要被注册到引擎的类系统中,即可在编辑器中被看到和用于游戏中;
UCLASS()
//CPP_API是宏,控制类的导出/导入,通常在跨模块(或跨DLL边界)共享类时使用;
class CPP_API AMyActor : public AActor
{
//GENERATED_BODY()为宏,常与UCLASS、USTRUCT等一起使用,以生成反射代码(允许在运行时检查和操作类的属性、函数等);
//帮助引擎生成类的构造函数和其他必要的成员函数;
//反射机制是允许在运行时动态地获取类的内部信息,如类的名称、属性、方法等,并可以进一步对这些信息进行操作;
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AMyActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};
//MyActor.cpp
#include "MyActor.h"
// Sets default values
AMyActor::AMyActor()
{
// 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;
}
// Called when the game starts or when spawned
void AMyActor::BeginPlay()
{
//Super表示当前类的父类
Super::BeginPlay();
}
// Called every frame
void AMyActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}