获取GameMode,PlayController,Actor等
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GameMode
获取GameMode方法有很多,我用过如下方法,游戏运行没问题,但是在打包的时候有时候会提示错误:
AFlatPeachGameModeBase* gamemode = Cast<AFlatPeachGameModeBase>(UGameplayStatics::GetGameMode(GetWorld()));
但是用同样的方法获取PlayController时就不会有问题,我也不太清楚,代码如下:
AMyPlayerController *gameCon = Cast<AMyPlayerController>(UGameplayStatics::GetPlayerController(GetWorld(), 0));
-这里记录的是另一种方法,使用BlueprintFunctionLibrary。
1.在蓝图中添加代码,并且在C++中重新加载
2.打开MyBlueprintFunctionLibrary.h,进行编辑,如下:
#pragma once#include "CoreMinimal.h"#include "Kismet/BlueprintFunctionLibrary.h"#include "MyBlueprintFunctionLibrary.generated.h"class AFlatPeachGameModeBase; //提前声明,不然后面会不认识他UCLASS()class FLATPEACH_API UMyBlueprintFunctionLibrary : public UBlueprintFunctionLibrary{ GENERATED_BODY()public: static void SetGameModeInstance(const AFlatPeachGameModeBase* pGameMode); static AFlatPeachGameModeBase* GetGameModeInstance();private: static AFlatPeachGameModeBase* GameModePtr;//静态};
3.打开MyBlueprintFunctionLibrary.cpp,进行编辑,如下:
#include "MyBlueprintFunctionLibrary.h"#include "FlatPeach.h"#include "FlatPeachGameModeBase.h" //添加头文件AFlatPeachGameModeBase* UMyBlueprintFunctionLibrary::GameModePtr = NULL;AFlatPeachGameModeBase * UMyBlueprintFunctionLibrary::GetGameModeInstance(){ return GameModePtr;}void UMyBlueprintFunctionLibrary::SetGameModeInstance(const AFlatPeachGameModeBase* pGameMode){ GameModePtr = (AFlatPeachGameModeBase*)pGameMode;
4.使用的时候,先添加头文件
#include "MyBlueprintFunctionLibrary.h"
调用时如下:
AFlatPeachGameModeBase* gamemode = UMyBlueprintFunctionLibrary::GetGameModeInstance();
Actor
首先确保地图中有actor,然后用如下代码:
TArray<AActor*> array;UGameplayStatics::GetAllActorsOfClass(GetWorld(), AActorYouNeed::StaticClass(), array);AActorYouNeed* InstanceName= Cast<AActorYouNeed>(array[0]);
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