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组件上的虚幻引擎可蓝图UFUNCTION导致构建错误

[英]Unreal Engine blueprintable UFUNCTION on component causes build error

I've created a class derived from UActorComponent and I want to make few of it's methods BlueprintCallable. 我创建了一个从UActorComponent派生的类,并且我想使它的方法BlueprintCallable很少。 However adding this to UFUNCTION macro causes build errors. 但是,将其添加到UFUNCTION宏会导致生成错误。 The class header looks like this: 类头看起来像这样:

#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "Includes.h"
#include "Items/ItemInfo.h"
#include "Inventory.generated.h"

UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
    class UNTITLEDGAME_API UInventory : public UActorComponent
    {
        GENERATED_BODY()

    public: 
        // Sets default values for this component's properties
        UInventory();

    protected:
        // Called when the game starts
        virtual void BeginPlay() override;

    /*
    *some other methods 
    */
    public:

        UFUNCTION() // like this it's fine, but if I put BlueprintCallable or BlueprintPure keyword here it causes troubles
            uint32 GetNumberOfItems() const;
    };

I can't figure out how I'm supposed to make it work, especially since it worked in one of my previous projects. 我不知道该如何使它工作,尤其是因为它在我以前的项目之一中工作过。 Can anybody help me with this? 有人可以帮我吗?

问题是虚幻蓝图不支持uint32类型:您必须坚持使用int32(或uint8 / Byte)

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