UE5

    블루프린트 클래스

    블루프린트 클래스

    * CPP to BluePrint BUT) BP는 CPP보다 10배 느리므로 남발하지 마라. BP사용 => 주로 프로토타입 CPP사용 => 성능중요한 곳 // Fill out your copyright notice in the Description page of Project Settings. #include "MyCharacter.h" #include "GameFramework/SpringArmComponent.h" #include "Camera/CameraComponent.h" #include "Components/CapsuleComponent.h" // Sets default values AMyCharacter::AMyCharacter() { // Set this character to call T..

    캐릭터 생성

    * MyCharacter 살펴보기(캐릭터->폰->액터 구조) UCLASS(config=Game, BlueprintType, meta=(ShortTooltip="A character is a type of Pawn that includes the ability to walk around.")) class ENGINE_API ACharacter : public APawn { GENERATED_BODY() public: /** Default UObject constructor. */ ACharacter(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); void GetLifetimeReplicatedProps(TArray& Out..

    게임플레이 프레임워크

    게임플레이 프레임워크

    * GameModeBase : 게임규칙, 게임의 신 역할 ex) 롤에서 넥서스터지면 게임끝 // Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/GameModeBase.h" #include "MyGameModeBase.generated.h" /** * */ UCLASS() class TESTUNREALENGINE_API AMyGameModeBase : public AGameModeBase { GENERATED_BODY() AMyGameModeBase(); }; // Fill out your copyright ..

    로그와 디버깅

    로그와 디버깅

    * 빈 액터에 의자 매쉬 집어넣기 // Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "MyActor.generated.h" UCLASS() class TESTUNREALENGINE_API AMyActor : public AActor { GENERATED_BODY() public: // Sets default values for this actor's properties AMyActor(); protected: // Called when the game starts or wh..