代码如下:
UTBuff.h:
UCLASS(Blueprintable,BlueprintType,DefaultToInstanced,hidecategories=Object,editinlinenew,Category=“Buff”)
class UNREALTOURNAMENT_API UUTBuff : public UObject
{
…
};
UTBuffManager.h:
USTRUCT(BlueprintType)
struct FBuffItem
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="Buff")
FName Name;
UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="Buff")
UUTBuff* Buff;
};
UCLASS(Blueprintable,BlueprintType,hidecategories=(Actor,Object,Replication,Input,Tags,Rendering))
class UNREALTOURNAMENT_API AUTBuffManager : public AActor
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="BuffManager")
TArray<FBuffItem> BuffList;
........
};
在编辑器中为UTBuffManager的蓝图配置BuffList之后,一旦点击编译,BuffList中配的数据就会被清空。