EmptyActor2

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    UPROPERTY(EditAnywhere)
    UStaticMeshComponent* Mesh;

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    Mesh = CreateDefaultSubobject<UStaticMeshComponent>("MyMesh");

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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