<track id="5sipw"><track id="5sipw"><span id="5sipw"></span></track></track><delect id="5sipw"></delect>

<meter id="5sipw"></meter>

  • <meter id="5sipw"><ins id="5sipw"><strike id="5sipw"></strike></ins></meter><nobr id="5sipw"><input id="5sipw"><ruby id="5sipw"></ruby></input></nobr>

      1. <cite id="5sipw"></cite>

          TSubclassOf

          Windows
          MacOS
          Linux

          TSubclassOf is a template class that provides UClass type safety. For instance, let's imagine that you are creating a projectile class that allows the designer to specify the damage type. You could just create a UPROPERTY of type UClass and hope the designer always assigns a class derived from UDamageType or you could use the TSubclassOf template to enforce the choice. The sample code below illustrates the difference:

          /** type of damage */
          UPROPERTY(EditDefaultsOnly, Category=Damage)
          UClass* DamageType;

          Vs.

          /** type of damage */
          UPROPERTY(EditDefaultsOnly, Category=Damage)
          TSubclassOf<UDamageType> DamageType;

          In the second declaration, the template class tells the editor's property windows to list only classes derived from UDamageType as choices for the property. In the first declaration any UClass can be chosen. The image below illustrates this.

          image alt text

          Example from StrategyGame's projectile Blueprint

          In addition to this UPROPERTY safety, you get type safety at the C++ level too. If you try to assign incompatible TSubclassOf types to each other you'll get a compilation error. In the case you are trying to assign a generic UClass, it will perform a runtime check to verify that it can do the assignment. If the runtime check fails, the resulting value is nullptr.

          UClass* ClassA = UDamageType::StaticClass();
          
          TSubclassOf<UDamageType> ClassB;
          
          ClassB = ClassA; // Performs a runtime check
          
          TSubclassOf<UDamageType_Lava> ClassC;
          
          ClassB = ClassC; // Performs a compile time check
          Select Skin
          Light
          Dark

          Welcome to the new Unreal Engine 4 Documentation site!

          We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

          We'll be sure to let you know when the new system is up and running.

          Post Feedback
          网上捕鱼平台