Unreal Engine, from C++ spawn Blueprint inherited from C++ class, very small example
Prepare Project
Create Project
- Games / Blank
- C++
- Desktop
- Maximum
- Starter Content: no
- Raytracing: no
- Location: your choice
- Project Name: ShowActor
- Create
Change Map to Basic
When the UE-Editor is open:
- File / New Level / Basic / Create
- File / Save Current Level as ... / Basic01
- Edit / Project Settings / Maps & Modes / Editor Startup Map: Basic01
- Edit / Project Settings / Maps & Modes / Game Default Map: Basic01
- File / Save All
Create Classes
class MiniActor
This is the class from which we will create a blueprint which we will then spawn.
- Tools / New C++ Class
- Parent Class: Actor
- Name: MiniActor
- Create Class
Header File: MiniActor.h
#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "MiniActor.generated.h" UCLASS(Blueprintable) class SHOWACTOR_API AMiniActor : public AActor { GENERATED_BODY() public: AMiniActor(); protected: virtual void BeginPlay() override; protected: UPROPERTY(EditAnywhere, Category = "Structure", meta = (DisplayName = "Mesh")) UStaticMesh* m_pMesh; UPROPERTY(EditAnywhere, Category = "Structure", meta = (DisplayName = "Static Mesh Component of Root")) UStaticMeshComponent* m_pSmcRoot; };
Source File: MiniActor.cpp
#include "MiniActor.h" AMiniActor::AMiniActor() : m_pMesh(nullptr) , m_pSmcRoot(nullptr) { RootComponent = CreateDefaultSubobject<USceneComponent>("Root"); m_pSmcRoot = CreateDefaultSubobject<UStaticMeshComponent>("SmcRoot"); FAttachmentTransformRules transformRule = FAttachmentTransformRules::KeepRelativeTransform; m_pSmcRoot->AttachToComponent(RootComponent, transformRule); PrimaryActorTick.bCanEverTick = false; } void AMiniActor::BeginPlay() { Super::BeginPlay(); if (m_pMesh != nullptr) { m_pSmcRoot->SetStaticMesh(m_pMesh); } }
Build
Now build the project. Nothing works so don't even try to test it in the UE-Editor, but the code should compile and link. This is a class that is complete as it is.
Error 6
If you want to build with Visual Studio and get something like
Error MSB3073 The command "C:\ue\UE_5.3\[...]ShowActor.uproject" -WaitMutex -FromMsBuild" exited with code 6.
then you can do this:
- UE-Editor
- Edit / Editor Preferences
- Live Coding
- Enable Live Coding: no
- Live Coding
- File / Save All
- Edit / Editor Preferences
Then build again.
class Nagtc
We need "something" to tell UE what blueprint we want to spawn and how many. There are many places where you can do it. This is just an example.
Info: Originally I cached the instance of Nagtc. Somehow UE changed and the class will stay loaded between "Play" (in PIE) runs BUT the world and the instance pointer will be a different one. Weird. I think. But that is how it is. So just do not cache something like this if you want to be able to use it in the editor. And do NOT use "#if !defined WITH_EDITOR" or something like that because a define will be executed at compile time. Meaning, you might have it behaving with editor behavior when you really want to use it independently. You get the idea? If not, think about it until you get what I am trying to say. Kind of important. I think. I guess. Perhaps.
- Nagtc: (N)ot (a) (g)lobal (t)rash (c)an
- Tools / New C++ Class
- Parent Class: Actor
- Name: Nagtc
- Create Class
Header File: Nagtc.h
#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "MiniActor.h" #include "Nagtc.generated.h" UCLASS() class SHOWACTOR_API ANagtc : public AActor { GENERATED_BODY() public: ANagtc(); static void test1(UWorld* pWorld); protected: static ANagtc* getInstanceFromWorld(UWorld* pWorld); void test1(); protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Generating Test Data", Meta = (DisplayName = "Number of Test objects")) int32 m_nNumberOfTestObjects; UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Generating Test Data", Meta = (DisplayName = "MiniActor Blueprint Class for Test 1")) TSubclassOf<AMiniActor> m_MiniActorTest1; };
Source File: Nagtc.cpp
#include "Nagtc.h" #include "Engine/World.h" #include "Kismet/GameplayStatics.h" ANagtc::ANagtc(void) : m_nNumberOfTestObjects(0) , m_MiniActorTest1(nullptr) { /// empty } /// static ANagtc* ANagtc::getInstanceFromWorld(UWorld* pWorld) { if (pWorld == nullptr) return nullptr; TArray<AActor*> arrActorsToFind; UGameplayStatics::GetAllActorsOfClass(pWorld, ANagtc::StaticClass(), arrActorsToFind); if (arrActorsToFind.Num() == 1) { ANagtc* pNagtcInstance = Cast<ANagtc>(arrActorsToFind[0]); return pNagtcInstance; } return nullptr; } void ANagtc::test1() { if (m_nNumberOfTestObjects > 0 && m_MiniActorTest1.Get() != nullptr) { double fX = 0; double fY = 0; double fZ = 0; for (int n = 0; n < m_nNumberOfTestObjects; ++n) { FVector locator(fX, fY, fZ); AActor* pActor = GetWorld()->SpawnActor(m_MiniActorTest1, &locator); fY += 100; fZ += 50; } } } /// static void ANagtc::test1(UWorld* pWorld) { ANagtc* pNagtc = getInstanceFromWorld(pWorld); if (pNagtc) { pNagtc->test1(); } }
Build
Now build the project. Nothing works so don't even try to test it in the UE-Editor, but the code should compile and link. This is a class that is complete as it is, if you created MiniActor before.
class MyGameMode
- Tools / New C++ Class
- Parent Class: GameModeBase
- Name: MyGameMode
- Create Class
Header File: MyGameMode.h
#pragma once #include "CoreMinimal.h" #include "GameFramework/GameModeBase.h" #include "MyGameMode.generated.h" UCLASS() class SHOWACTOR_API AMyGameMode : public AGameModeBase { GENERATED_BODY() public: virtual void BeginPlay() override; };
Source File: MyGameMode.cpp
#include "MyGameMode.h" #include "Nagtc.h" void AMyGameMode::BeginPlay() { Super::BeginPlay(); ANagtc::test1(GetWorld()); }
Build
Now build the project. Nothing works so don't even try to test it in the UE-Editor, but the code should compile and link. This is a class that is complete as it is, if you created MiniActor and Nagtc before.
Configuring stuff inside the UE-Editor
Set your GameMode as the used one
- (Window / ) WorldSettings / Game Mode / GameMode Override: MyGameMode
MyGameMode not in ComboBox
If you don't see "MyGameMode" in the ComboBox after "GameMode Override", then close the UE-Editor (not VS) and start again:
- ctrl-F5 in VS or
- double click the file "ShowActor.uproject" or
- open it with the Unreal Engine Launcher.
Create Blueprint from your C++ Actor MiniActor
- Content Browser / C++ Classes / MiniActor
- Right-click / Create Blueprint class based on MiniActor
- Name: BP_MyMiniActor
- Right-click / Create Blueprint class based on MiniActor
If the Blueprint is not already open, open it in the UE-Editor.
- Mesh:
- Show Engine Content
- Cube, Static Mesh (Approx Size: 100x100x100 not the 256x256x256)
- Compile
- Close
- File / Save All
Put Nagtc actor into the world
- Content Browser / C++ / Nagtc
- Drag Nagtc into the world
- Select Nagtc in the Outliner (and switch back from "World Settings" to "Details")
- Number of Test objects: 25
- MiniActor Blueprint Class for Test 1: BP_MyMiniActor
Test it all
- Change "PlayerStart" / Transform
- Location: -200 / 0 / 100
- Rotation: 0 / 0 / 40
- File / Save all
- Play the level
- Left click into the world and move your view around to see what you just created