UE4 C++如何从UchildactorComponent调用方法?

发布于 2025-02-08 06:05:04 字数 823 浏览 4 评论 0原文

UPROPERTY(Category=Weapon,EditAnywhere,meta=(AllowPrivateAccess="true"))
UChildActorComponent*ClientWeapon;

UPROPERTY(VisibleAnywhere,Category="Weapon")
TSubclassOf<AWeaponBaseClient> WeaponClientClass;

UPROPERTY(VisibleAnywhere,Category="Weapon")
TSubclassOf<AWeaponBaseServer> WeaponServerClass;

UPROPERTY(Category=Weapon,EditAnywhere,Replicated,meta=(AllowPrivateAccess="true"))
UChildActorComponent*ServerWeapon;

这是由头框创建的UchildactorComponent。

ClientWeapon->SetChildActorClass(WeaponClientClass);

ServerWeapon->SetChildActorClass(WeaponServerClass);

ClientWeapon->CreateChildActor();

ServerWeapon->CreateChildActor();

在CPP文件,构造功能中,我启动了UchildactorComponent。

现在,我需要ClientWeapon的呼叫功能,您能告诉我如何铸造ClientWeapon- getChildActor吗?

UPROPERTY(Category=Weapon,EditAnywhere,meta=(AllowPrivateAccess="true"))
UChildActorComponent*ClientWeapon;

UPROPERTY(VisibleAnywhere,Category="Weapon")
TSubclassOf<AWeaponBaseClient> WeaponClientClass;

UPROPERTY(VisibleAnywhere,Category="Weapon")
TSubclassOf<AWeaponBaseServer> WeaponServerClass;

UPROPERTY(Category=Weapon,EditAnywhere,Replicated,meta=(AllowPrivateAccess="true"))
UChildActorComponent*ServerWeapon;

this is UChildActorComponent Create by headfile.

ClientWeapon->SetChildActorClass(WeaponClientClass);

ServerWeapon->SetChildActorClass(WeaponServerClass);

ClientWeapon->CreateChildActor();

ServerWeapon->CreateChildActor();

in cpp file,construction function,I initallize the UChildActorComponent.

now I need call function from ClientWeapon,can you tell me how to cast to ClientWeapon->GetChildActor?

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时光瘦了 2025-02-15 06:05:04

clientweaponuchildactorcomponent

要访问您的演员,您需要从组成部分中获得儿童演员,然后将其扔给您的班级

AActor* ChildActor = ClientWeapon->GetChildActor();

WeaponClientClass* WeaponActor = Cast<WeaponClientClass>(ChildActor);

if (WeaponActor != nullptr) {
 // Now you can use your Weapon Actor
}

ClientWeapon is a UChildActorComponent.

To access your Actor, you need to get the Child Actor from the component and then cast it to your class

AActor* ChildActor = ClientWeapon->GetChildActor();

WeaponClientClass* WeaponActor = Cast<WeaponClientClass>(ChildActor);

if (WeaponActor != nullptr) {
 // Now you can use your Weapon Actor
}
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