一、访问C++属性、动态生成Actor
1、在C++类MyBaseActor中新增蓝图可编辑属性:Name
public:UPROPERTY(EditAnywhere)FString Name;
2、在继承自C++的蓝图子类BP_BaseActor中给Name赋值
3、在Lua中实现点击按钮动态生成Actor,并访问其Name属性
function WBP_FirstLua_C:Construct()self.btnTest.OnPressed:Add(self,WBP_FirstLua_C.OnClickTest)
endfunction WBP_FirstLua_C:OnClickTest()local World = self:GetWorld()if not World thenreturnend--加载蓝图类,注意文件路径格式:蓝图名.Lua类名local ActorClass = UE.UClass.Load("/Game/MyLuaTest/BP_BaseActor.BP_BaseActor_C")if not ActorClass thenreturnend--动态生成一个actorlocal Rotation = UE.FQuat(1,1,1,1)local Translation = UE.FVector(1,1,1)local Scale = UE.FVector(1,1,1)local Transform = UE.FTransform(Rotation, Translation, Scale)local Actor = World:SpawnActor(ActorClass,Transform,UE.ESpawnActorCollisionHandlingMethod.AlwaysSpawn,self,self,"")if not Actor thenreturnendself.Actor = Actorprint("MyBaseActor'Name is "..self.Actor.Name)
end