UE4基础:自定义单例类(Singleton Class)

 


一、目的

1、想:UE4中编写单例

2、想:场景切换时候变量不会被重置

二、参考

1、UE4基础:自定义单例类(Singleton Class)

https://orzgame.blog.csdn.net/article/details/106441788

  • 总结:待检测

2、(UE4 4.20)UE4的全局单例模式Singleton(变量在切换关卡时不被GC)

https://blog.csdn.net/qq_29523119/article/details/84801353

  • 总结:待检测

三、操作:一:

1、注意:

  • 按照此方法创建的实例,UE4打断点无法进入,如果变量修改了,是真的修改了。

1、创建Object的C++类:MyGameSingleton

1、项目设置

1、头文件

#pragma once

#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "Engine.h"
#include "UObject/ObjectMacros.h"
#include "MyGameSingleton.generated.h"

/**
 *
 */
UCLASS(Blueprintable, BlueprintType)
class WQX_API UMyGameSingleton : public UObject
{
	GENERATED_BODY()
		UFUNCTION(BlueprintCallable, Category = "XZY")
		static UMyGameSingleton* GetInstance();
};

1、、源文件

// Fill out your copyright notice in the Description page of Project Settings.


#include "MyGameSingleton.h"


//GameSingleton.cpp
//#include "GameSingleton.h"

UMyGameSingleton* UMyGameSingleton::GetInstance()
{
	if (GEngine)
	{
		UMyGameSingleton* Instance = Cast<UMyGameSingleton>(GEngine->GameSingleton);
		return Instance;
	}
	return nullptr;
}

1、C++中调用

UMyGameSingleton* GameSingleton = UMyGameSingleton::GetInstance();

1、蓝图调用

.

三、操作:二:只有蓝图

1、新建蓝图,GameInstance类型

1、底图&模式设置

1、关卡蓝图中访问游戏单例

猜你喜欢

转载自blog.csdn.net/qq_40544338/article/details/109309124