先说枚举类,概念不进行解释。
1 UENUM(BlueprintType) 2 enum Tree { 3 Tree_1, 4 Tree_2, 5 Tree_3, 6 Tree_4, 7 Tree_5 8 };
1 AMyActor::AMyActor() { 2 mode = Tree_3; //将Tree_3设置为默认值 3 4 FString s = FString::Printf(TEXT("the enum tree default value is: %d"), mode); 5 GEngine->AddOnScreenDebugMessage(-1, 10, FColor::Red,s); 6 }
再看结构体
1 USTRUCT(BlueprintType) 2 3 struct FMyStruct //F很重要,不能不写 4 { 5 GENERATED_USTRUCT_BODY() //BODY这句话也很重要 6 7 UPROPERTY(EditAnywhere,BlueprintReadWrite,Category = "Struct | Properties") 8 FString name; 9 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Struct | Properties") 10 int id; 11 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Struct | Properties") 12 bool isGood; 13 };