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//H | |
UCLASS() | |
class AMyActor : public AActor | |
{ | |
GENERATED_BODY() | |
public: | |
AMyActor(const FObjectInitializer& ObjectInitializer); | |
UPROPERTY() |
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// =================================================================================================== | |
// 최초 Widget 초기화 | |
[WBP_MyListEntry_C_0] [Entry] [Construct] : | |
[WBP_MyListEntry_C_0] [Entry] [Event On List Item Object Set] : 0 | |
[WBP_Panel_C_0] [ListView] [On Entry Initialized] : 0 | |
[WBP_MyListEntry_C_1] [Entry] [Construct] : | |
[WBP_MyListEntry_C_1] [Entry] [Event On List Item Object Set] : 1 | |
[WBP_Panel_C_0] [ListView] [On Entry Initialized] : 1 | |
[WBP_MyListEntry_C_2] [Entry] [Construct] : |
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//Header | |
class 당신의 클래스 이름 : public UObject | |
{ | |
//여기서 원하는 BP는 "C++로 정의한 클래스"를 상속 받은 BP여야 한다. | |
UPROPERTY(EditAnywhere) | |
TSubclassOf<C++로 정의한 클래스> ActorBPClass1; | |
} | |
//Cpp |
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/* | |
https://forums.unrealengine.com/t/ramas-extra-blueprint-nodes-for-ue5-no-c-required/231476 | |
*/ | |
... | |
/** | |
I highly recommend that your Texture Render Target Format be "RTF RGB8 SRGB" both so it is compatible, and so it looks the same as in-game | |
<3 Rama. | |
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... | |
struct FLinearColor | |
{ | |
union | |
{ | |
struct | |
{ float R, G, B, A; }; | |
}; | |