在 Unity 中制作脚本到 Unreal
Make script in Unity to Unreal
我是虚幻引擎的新手。我尝试按照教程进行 A* 寻路:
https://www.youtube.com/watch?v=nhiFx28e7JY&t=1252s&ab_channel=SebastianLague
我真的不知道怎么把Unity做的脚本改成Unreal
UnityScript
public class Node {
public bool walkable;
public Vector3 worldPosition;
public Node(bool _walkable, Vector3 _worldPos) {
walkable = _walkable;
worldPosition = _worldPos;
}
}
我的虚幻脚本:
USTRUCT(BlueprintType)
struct FAS_Node
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= "Nodes")
FVector worldPosition;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= "Nodes")
bool walkable;
Node(bool _walkable, FVector _worldPos){
walkable = _walkable;
worldPosition = _worldPos;
}
};
它 return 错误说节点没有 return 类型
我猜你不能在UE4中以这种方式创建带参数的构造函数。尝试定义一个默认构造函数。
如果您确实需要向它传递参数 - 请在此处检查 ObjectInitializer 构造函数:https://ikrima.dev/ue4guide/engine-programming/uobjects/new-uobject-allocation-flow/
我是虚幻引擎的新手。我尝试按照教程进行 A* 寻路: https://www.youtube.com/watch?v=nhiFx28e7JY&t=1252s&ab_channel=SebastianLague
我真的不知道怎么把Unity做的脚本改成Unreal
UnityScript
public class Node {
public bool walkable;
public Vector3 worldPosition;
public Node(bool _walkable, Vector3 _worldPos) {
walkable = _walkable;
worldPosition = _worldPos;
}
}
我的虚幻脚本:
USTRUCT(BlueprintType)
struct FAS_Node
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= "Nodes")
FVector worldPosition;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= "Nodes")
bool walkable;
Node(bool _walkable, FVector _worldPos){
walkable = _walkable;
worldPosition = _worldPos;
}
};
它 return 错误说节点没有 return 类型
我猜你不能在UE4中以这种方式创建带参数的构造函数。尝试定义一个默认构造函数。 如果您确实需要向它传递参数 - 请在此处检查 ObjectInitializer 构造函数:https://ikrima.dev/ue4guide/engine-programming/uobjects/new-uobject-allocation-flow/