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@bluebright
bluebright / UnrealCreateGroomComponent.cpp
Created January 15, 2026 06:20
[Unreal Engine][5.3] 컴포넌트 생성 및 초기화2
//Character (SkeletalMesh)에 UGroomComponent 생성 예시
/**
* 생성자 내부
*/
MyCharacter::MyCharacter()
{
//캐릭터 메시
USkeletalMeshComponent* CharMesh = GetMesh();
@bluebright
bluebright / UnrealCreateComponent.cpp
Last active January 15, 2026 06:19
[Unreal Engine][5.3] 컴포넌트 생성 및 초기화
//H
UCLASS()
class AMyActor : public AActor
{
GENERATED_BODY()
public:
AMyActor(const FObjectInitializer& ObjectInitializer);
UPROPERTY()
@bluebright
bluebright / PathPrint.h
Last active July 29, 2025 06:18
Unreal에서 제공하는 Path 관련 함수의 반환 값을 실행모드 별 비교
// (C++, 시작프로젝트를 포함하여) 새로 생성한 프로젝트에 있는 AGameModeBase 클래스 코드에서 진행
FString FixPathSeparatorsToWinStyle(const FString& InPath)
{
return InPath.Replace(TEXT("/"), TEXT("\\"));
}
void AReleaseTest53GameMode::BeginPlay()
{
Super::BeginPlay();
@bluebright
bluebright / UnrealListViewLog.cpp
Created March 14, 2025 05:31
Unreal Engine 5.3 ListView 관련 로그
// ===================================================================================================
// 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] :
@bluebright
bluebright / Color.h
Last active March 25, 2025 01:30
[Unreal Engine] [5.3] Related USceneCaptureComponent2D, UTextureRenderTarget2D
...
struct FLinearColor
{
union
{
struct
{ float R, G, B, A; };
};
@bluebright
bluebright / SpawnBpInC.cpp
Created February 16, 2025 07:00
Spawn bp class in C++
//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
@bluebright
bluebright / VictoryBPFunctionLibrary.cpp
Last active January 8, 2025 04:35
[Unreal Engine] [5.3] VictoryPlugin53 code from Rama
/*
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.