Last active
September 5, 2016 17:56
-
-
Save we-yu/a52b4fab2e28f007afddcec320a234ab to your computer and use it in GitHub Desktop.
Unreal Engine C++ Codings ref: http://qiita.com/we-yu/items/f25f5a6842d272ba6882
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
UPROPERTY(EditAnywhere) | |
int32 inputVal1; | |
UPROPERTY(EditAnywhere, Category = "User Input") | |
int32 inputVal2; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
public: | |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Damage") | |
int32 TotalDamage; | |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Damage") | |
float DamageTimeInSeconds; | |
UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Transient, Category = "Damage") | |
float DamagePerSecond; | |
UFUNCTION(BlueprintCallable, Category = "Damage") | |
void CalculateValues(); | |
AEditableSpotLightCpp(); |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include "Engine.h" | |
if (GEngine) | |
{ | |
const int32 AlwaysAddKey = -1; | |
// Viewport上にメッセージを表示する | |
// キー, 表示時間, 文字色, 表示文字 | |
GEngine->AddOnScreenDebugMessage(AlwaysAddKey, 5.0f, FColor::Yellow, "MESSAGE"); | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment