¾ð¸®¾ó C++¿¡¼ ºó ¾×Å͸¦ ¸¸µçÈÄ¿¡ ½ºÅÂƽ ¸Þ½Ã¸¦ °£´ÜÇÏ°Ô Ãâ·ÂÇØ º»´Ù. ºó ¾×ÅÍ EmptyActor¸¦ ¸¸µç´Ù. 1. ¾×Å͸¦ »ó¼ÓÇÑ ¼Ò½º ÆÄÀÏ¿¡ ´ÙÀ½°ú °°ÀÌ Ãß°¡ ÇÑ´Ù. Çì´õ¿¡ ½ºÅÂƽ ¸Þ½¬ ÄÄÆ÷³ÍÆ® Mesh¸¦ ¼±¾ðÇÑ´Ù. UPROPERTY(EditAnywhere) UStaticMeshComponent* Mesh; CPP »ý¼ºÀÚ¿¡¼ ¸Þ½¬ ÄÄÆ÷³ÍÆ®¸¦ »ý¼ºÇÑ´Ù. Mesh = CreateDefaultSubobject<UStaticMeshComponent>("MyMesh"); 2. EmptyActor(C++ ÆÄÀÏ)¸¦ ¿ùµå¿¡ µå·¡±× ÇÑ´Ù. 3. µðÅ×ÀÏ ÅÇ¿¡¼ ½ºÅÂƽ ¸Þ½¬¸¦ ¼±ÅÃÇÑ´Ù. EmptyActor.h #pragma once
#include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "EmptyActor.generated.h" UCLASS() class UI_TEST_API AEmptyActor : public AActor { GENERATED_BODY() public: AEmptyActor(const FObjectInitializer& ObjectInitializer); protected: virtual void BeginPlay() override; public: virtual void Tick(float DeltaTime) override; UPROPERTY(EditAnywhere) UStaticMeshComponent* Mesh; }; EmptyActor.cpp #include "EmptyActor.h"
#include "Components/StaticMeshComponent.h" #pragma optimize( "", off ) AEmptyActor::AEmptyActor(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { PrimaryActorTick.bCanEverTick = true; Mesh = CreateDefaultSubobject<UStaticMeshComponent>("MyMesh"); } void AEmptyActor::BeginPlay() { Super::BeginPlay(); } void AEmptyActor::Tick(float DeltaTime) { Super::Tick(DeltaTime); } #pragma optimize( "", on ) ´Ù¿î·Îµå: EmptyActor.h EmptyActor.cpp |