Unreal Engine, from C++ spawn Blueprint inherited from C++ class, very small example: Difference between revisions
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AMiniActor(); |
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UPROPERTY(EditAnywhere, Category = "Structure", meta = (DisplayName = "Mesh")) |
UPROPERTY(EditAnywhere, Category = "Structure", meta = (DisplayName = "Mesh")) |
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UStaticMesh* m_pMesh; |
UStaticMesh* m_pMesh; |
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UPROPERTY(EditAnywhere, Category = "Structure", meta = (DisplayName = "Scene Component Root")) |
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USceneComponent* m_pScRoot; |
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UPROPERTY(EditAnywhere, Category = "Structure", meta = (DisplayName = "Static Mesh Component of Root")) |
UPROPERTY(EditAnywhere, Category = "Structure", meta = (DisplayName = "Static Mesh Component of Root")) |
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AMiniActor::AMiniActor() |
AMiniActor::AMiniActor() |
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{ |
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RootComponent = CreateDefaultSubobject<USceneComponent>("Root"); |
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RootComponent = m_pScRoot; |
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m_pSmcRoot = CreateDefaultSubobject<UStaticMeshComponent>("SmcRoot"); |
m_pSmcRoot = CreateDefaultSubobject<UStaticMeshComponent>("SmcRoot"); |
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FAttachmentTransformRules transformRule = FAttachmentTransformRules::KeepRelativeTransform; |
FAttachmentTransformRules transformRule = FAttachmentTransformRules::KeepRelativeTransform; |
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m_pSmcRoot->AttachToComponent(RootComponent, transformRule); |
m_pSmcRoot->AttachToComponent(RootComponent, transformRule); |
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Generating Test Data", Meta = (DisplayName = "Number of Test objects")) |
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Generating Test Data", Meta = (DisplayName = "Number of Test objects")) |
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Generating Test Data", Meta = (DisplayName = "MiniActor Blueprint Class for Test 1")) |
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Generating Test Data", Meta = (DisplayName = "MiniActor Blueprint Class for Test 1")) |
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TSubclassOf<AMiniActor> m_MiniActorTest1; |
TSubclassOf<AMiniActor> m_MiniActorTest1; |
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static ANagtc* getInstanceFromWorld(UWorld* pWorld); |
static ANagtc* getInstanceFromWorld(UWorld* pWorld); |
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/// static |
/// static |
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ANagtc:: |
ANagtc::getInstanceFromWorld(UWorld* pWorld) |
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pNagtc |
ANagtc* pNagtc = Cast<ANagtc>(arrActorsToFind[0]); |
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void |
void |
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/// static |
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ANagtc:: |
ANagtc::test1(UWorld* pWorld) |
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pNagtc->test1(); |
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</pre> |
</pre> |
Revision as of 20:30, 7 May 2024
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 / Editor Game Default Map: Basic01
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; 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() { 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.
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.
- 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: static void test1(UWorld* pWorld); 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; static ANagtc* getInstanceFromWorld(UWorld* pWorld); void test1(); };
Source File: Nagtc.cpp
#include "Nagtc.h" #include "Engine/World.h" #include "Kismet/GameplayStatics.h" /// static ANagtc* ANagtc::getInstanceFromWorld(UWorld* pWorld) { TArray<AActor*> arrActorsToFind; UGameplayStatics::GetAllActorsOfClass(pWorld, ANagtc::StaticClass(), arrActorsToFind); if (arrActorsToFind.Num() == 1) { ANagtc* pNagtc = Cast<ANagtc>(arrActorsToFind[0]); return pNagtc; } 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
- WorldSetting / Game Mode / GameMode Override: MyGameMode
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 (100x100x100 not the 256x256x256)
- Compile
- Close
- Save the Blueprint
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