// .h文件中
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "MyBPCallFunction.generated.h"
DEFINE_LOG_CATEGORY_STATIC(myLog, Log, All);
//UE_LOG(myLog,Log,TEXT("name = %s"),*customName);
UCLASS()
class CREATEBPLINKLIB_API UMyBPCallFunction : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable,Category="Custom|myfun")
static void GetCustomName(FString& myName);
UFUNCTION(BlueprintCallable,Category="Custom|myfun")
static void SetCustomName(FString setName,FString& custom);
};
//.cpp中
#include "Public/MyBPCallFunction.h"
void UMyBPCallFunction::GetCustomName(FString& myName)
{
myName = "hello!";
}
void UMyBPCallFunction::SetCustomName(FString setName,FString& customName)
{
//customName = setName;
customName = setName.Append("abc");
UE_LOG(myLog,Log,TEXT("name = %s"),*customName);
}
UE4/UE5 使用C++ 暴露FunctionLibrary 蓝图函数调用
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转载自blog.csdn.net/qq_21153225/article/details/124300619
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