一、打开关卡
UGameplayStatics::OpenLevel(GetWorld(), TEXT("Map1"));
二、退出关卡
//退出关卡
UGameplayStatics::GetPlayerController(GWorld, 0)->ConsoleCommand("quit");
三、TActorIterator 遍历
for (TActorIterator<AStaticMeshActor> ActorIter(GetWorld()); ActorIter; ++ActorIter)
{
UKismetSystemLibrary::PrintString(GetWorld(), FString::Printf(TEXT("%s"), *ActorIter->GetName()));
}UKismetSystemLibrary::GetAllActorsOfClass
TArray<AActor*> OutActors;
UGameplayStatics::GetAllActorsOfClass(GetWorld(), AStaticMeshActor::StaticClass(), OutActors);
for (AActor* actor : OutActors)
{
UKismetSystemLibrary::PrintString(GetWorld(), actor->GetName());
}四、蓝图指认类
UPROPERTY(VisibleAnywhere,Category = UI)
TSubclassOf
五、加载蓝图资源
静态加载资源
//静态加载模型资源
MeshObj = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh1"));
static ConstructorHelpers::FObjectFinder<UStaticMesh> TmpMesh(TEXT("StaticMesh'/Game/StarterContent/Shapes/Shape_NarrowCapsule.Shape_NarrowCapsule'"));
MeshObj->SetStaticMesh(TmpMesh.Object);
静态加载类
static ConstructorHelpers::FClassFinder<AActor>MyActor2(TEXT("BBlueprint'/Game/Blueprints/BP_LoadTest.BP_LoadTest_C'"));
MyActor = MyActor2.Class;动态加载资源
//动态加载资源类
UMaterial *mt = LoadObject<UMaterial>(nullptr, TEXT("/Game/Map/Materials/grass.grass"));
UMaterial *mt = Cast<UMaterial>(StaticLoadObject(UMaterial::StaticClass(), nullptr, TEXT("/Game/Map/Materials/grass.grass")));
//动态加载类
Class = LoadClass<AActor>(nullptr,TEXT("Blueprint'/Game/BluePrint/BP_Test.BP_Test_C'"))
Class = Cast<UClass>(StaticLoadObject(UClass::StaticClass(), nullptr, TEXT("Blueprint'/Game/BluePrint/BP_Test.BP_Test_C'")));六、获取GameMode
AXuHuanVSGameModeBase *MyGameMode = Cast<AXuHuanVSGameModeBase>(GetWorld()->GetAuthGameMode());
七、获取Pawn
AMyPawn *MyPawn = Cast<AMyPawn>(GetWorld()->GetFirstPlayerController()->GetPawn());
八、获取GameState
AGameState *MyState = Cast<AGameState>(GetWorld()->GetGameState());
九、获取PlayerController
AMyPlayerController *MyPlayerController = Cast<AMyPlayerController>(GetWorld()->GetFirstPlayerController());
十、设置UE4世界设置默认的类
十二、RInterp To

(FMath::RInterpTo(GetControlRotation(), DesireRotation, GetWorld()->GetRealTimeSeconds(), 10);
十三、枚举
UENUM()
namespace MyEnum
{
enum MyTpe
{
Type1,
Type2,
Type3,
}
}
//声明变量
UPROPERTY(EditDefaultsOnly, Category = KWorld)
TEnumAsByte<MyCharacterType::MyType>CustomA;十四、结构体
USTRUCT()
struct FGameCharacterDataAttribute
{
GENERATED_USTRUCT_BODY()
//角色名称
UPROPERTY()
FName Character;
//角色ID
UPROPERTY()
int32 CharacterID;
public:
FGameCharacterDataAttribute();
}
//声明变量
UPROPERTY()
FGameCharacterDataAttribute CharacterDataBase;版权声明:本文为CSDN博主「飞起的猪」的原创文章,遵循CC 4.0 BY-SA版权协议,转载请附上原文出处链接及本声明。
原文链接:https://blog.csdn.net/qq_43021038/article/details/126181734





