C++中創建一個Level並添加的Runtime當中
Level.Add(GetWorld()->SpawnActor<ABuildingModLevel>());
C++中Spawn一個基於藍圖的Actor
https://answers.unrealengine.com/questions/60897/spawn-actorobject-from-code.htm
Here is how I spawn a blueprint via C++. Note that the blueprint I spawn has a base class that was created in C++ also.
.h
TSubclassOf<YourClass> BlueprintVar; // YourClass is the base class that your blueprint uses
.cpp(注意,這段代碼必須放在構造函數中。UE4其他類型的藍圖,比如Widget藍圖,都可以通過下面這種方式加載。)
ClassThatWillSpawnTheBlueprint::ClassThatWillSpawnTheBlueprint(const class FPostConstructInitializeProperties& PCIP) : Super(PCIP) { static ConstructorHelpers::FObjectFinder<UBlueprint> PutNameHere(TEXT("Blueprint'/Path/To/Your/Blueprint/BP.BP'")); if (PutNameHere.Object) { BlueprintVar = (UClass*)PutNameHere.Object->GeneratedClass; } }
PutNameHere
is just an arbitrary name you give to the constructor helper. The path to your blueprint is found by finding your blueprint in the content browser, right clicking it, and choosing Copy Reference
. Then, just paste that in between the quotes.
Now, you're ready to spawn the blueprint. You can do it in BeginPlay() or wherever, just not in the constructor.(這段代碼必須放在非構造函數中,比如BeginPlay()中)
UWorld* const World = GetWorld(); // get a reference to the world if (World) { // if world exists YourClass* YC = World->SpawnActor<YourClass>(BlueprintVar, SpawnLocation, SpawnRotation); }
If you don't know your SpawnLocation or SpawnRotation you can just throw in FVector(0,0,0) and FRotator(0,0,0) instead.
So, since your blueprint base class was also created in C++ this makes it easy to interact with your blueprint from code. It's as simple as YC->SomeVariable = SomeValue
. Hope that helps.
APuzzleBlock* NewBlock = GetWorld()->SpawnActor<APuzzleBlock>(BlockLocation, FRotator(0,0,0));