所以UClass到底是什么? 从GENERATED_BODY到BlueprintNativeEvent
如果你用C++编写过虚幻游戏,一定熟悉BlueprintNativeEvent——它允许C++为函数提供默认实现,同时支持在蓝图中重写该函数。但这是如何实现的?本文将揭示Unreal Header Tool (UHT)如何施展魔法,为BlueprintNativeEvent生成桥接函数。
如果你用C++编写过虚幻游戏,一定熟悉BlueprintNativeEvent——它允许C++为函数提供默认实现,同时支持在蓝图中重写该函数。但这是如何实现的?本文将揭示Unreal Header Tool (UHT)如何施展魔法,为BlueprintNativeEvent生成桥接函数。
强大的敌人已然倒下,冒险者们继续前进。城堡深处,一台巨型机器正处理着无数微小零件,指针来回跳动,搬运着EExprToken。我们即将触及这个秘密的核心——字节码
在最终看到字节码之前,只剩下最后一个挑战了——那就是编译函数。本文将带您逐步完成这一关键步骤。
虚空向冒险者们展示了一系列阶段,彼此环环相扣。有些阶段格外耀眼——比如类编译阶段。
尽管在术语迷宫中历尽艰险,冒险者们终于抵达了篝火营地。但黑暗中还潜伏着另一头猛兽——编译过程
好奇心召唤着冒险者们前往一座古老城堡——Blueprint。几十年来,我们听过无数关于如何驾驭它神奇力量的故事。但很少有人真正了解它的内部奥秘。所以系好安全带,我们要深入探索了。
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