首页 > 解决方案 > 我无法使用蓝图 (UE4) 使用 UPROPERTY(EditAnywhere) 修改在 C++ 中声明的变量

问题描述

我是 UE4 的新手,但我对 C++ 有一些基本的了解,而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,有一个问题对我来说仍然没有解决。

所以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没关系,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,等待分配给这三个变量,FPSCharacter.h它们是UWeapon* Primary,UWeapon* SecondaryUWeapon* Tertiary.

如我所愿,我进入 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。(带值无)

这有什么问题?我做错什么了吗?请帮我解决这个问题。提前致谢 ;)

标签: c++unreal-engine4unreal-blueprint

解决方案


您应该将Instanced关键字添加到武器变量的 UPROPERTY 说明符。这样,将创建一个对象的实例并将其分配给一个属性,从而正确保存

您可能还需要将EditInlineNewUCLASS 说明符添加到您的武器类中。

FPSCharacter.h

UCLASS()
class GAME_API AFPSCharacter : public ACharacter
{
     // Other code...

     UPROPERTY(Instanced, EditAnywhere, BlueprintReadWrite, Category = "Weapon")
     UWeapon* Tertiary;
}

武器.h

UCLASS(EditInlineNew)
class GAME_API UWeapon : public UItem
{
    // Weapon stuff
}

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