如何从 C++ 调用函数到虚幻引擎中的小部件蓝图 [英] How to call a function from c++ to a widget blueprint in Unreal Engine
问题描述
如何在蓝图中调用 c++ 变量.我创建了一个小部件蓝图,我必须在该蓝图中的文本块中显示一个变量值.该变量是从 C++ 获得的.是否可以.?请帮助....
How can i call a c++ variable inside a blueprint. I have created a widget blueprint and i have to display a variable value in a text block inside that blueprint. The variable is obtained from c++. Is it possible.? Please help.....
推荐答案
以下是我如何使用 C++ 在 Unreal 中管理小部件的示例
Here is an example of how I manage my Widgets in Unreal Using C++
您想创建一个自定义小部件来作为您的小部件的基础.为此,创建一个继承自 UUserWidget 的 C++ 类:
You want to create a custom widget to base your widgets on. To do this create a C++ class that inherits from UUserWidget:
// Copyright 2014-2016 Blackbriar Softworks, Inc. All Rights Reserved.
#pragma once
#include "Blueprint/UserWidget.h"
#include "XUserWidget.generated.h"
/**
*
*/
UCLASS()
class UNSUNGHEROES_API UXUserWidget : public UUserWidget
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "XConfiguration")
FString WidgetName;
};
在编辑器中,您现在想要重新设置您想要访问自定义属性的窗口小部件的父级:
Inside the editor you want to now reparent your widget that you want to have access to custom properties:
Open Widget -> File -> Reparent Widget -> Your C++ Widget Class Name
Open Widget -> File -> Reparent Widget -> Your C++ Widget Class Name
现在您可以访问蓝图小部件内的 WidgetName 或使用数据绑定来显示值./
now you can access the WidgetName inside the blueprint widget or use data binding to display the values./
这是您将属性公开给蓝图的地方:
This is where you expose the property to blueprints:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "XConfiguration")FString WidgetName;
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