简书链接:unrealenginec不修改蓝图的情况下调用蓝图多种方式研究
文章字数:159,阅读全文大约需要1分钟
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| /方法原型 int32 UMyClass::Func(float param1);
UFUNCTION(BlueprintCallable) int32 InvokeFunction(UObject* obj, FName functionName,float param1) { struct MyClass_Func_Parms //定义一个结构用来包装参数和返回值,就像在gen.cpp里那样 { float param1; int32 ReturnValue; }; UFunction* func = obj->FindFunctionChecked(functionName); MyClass_Func_Parms params; params.param1=param1; obj->ProcessEvent(func, ¶ms); return params.ReturnValue; } //使用 int r=InvokeFunction(obj,"Func",123.f);
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| /调用1 obj->ProcessEvent(func, ¶ms); //调用2 FFrame frame(nullptr, func, ¶ms, nullptr, func->Children); obj->CallFunction(frame, ¶ms + func->ReturnValueOffset, func); //调用3 FFrame frame(nullptr, func, ¶ms, nullptr, func->Children); func->Invoke(obj, frame, ¶ms + func->ReturnValueOffset);
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| template<typename... TReturns, typename... TArgs> void InvokeFunction(UClass* objClass, UObject* obj, UFunction* func, TTuple<TReturns...>& outParams, TArgs&&... args) { objClass = obj != nullptr ? obj->GetClass() : objClass; UObject* context = obj != nullptr ? obj : objClass; uint8* outPramsBuffer = (uint8*)&outParams;
if (func->HasAnyFunctionFlags(FUNC_Native)) //quick path for c++ functions { TTuple<TArgs..., TReturns...> params(Forward<TArgs>(args)..., TReturns()...); context->ProcessEvent(func, ¶ms); //copy back out params for (TFieldIterator<UProperty> i(func); i; ++i) { UProperty* prop = *i; if (prop->PropertyFlags & CPF_OutParm) { void* propBuffer = prop->ContainerPtrToValuePtr<void*>(¶ms); prop->CopyCompleteValue(outPramsBuffer, propBuffer); outPramsBuffer += prop->GetSize(); } } return; }
TTuple<TArgs...> inParams(Forward<TArgs>(args)...); void* funcPramsBuffer = (uint8*)FMemory_Alloca(func->ParmsSize); uint8* inPramsBuffer = (uint8*)&inParams;
for (TFieldIterator<UProperty> i(func); i; ++i) { UProperty* prop = *i; if (prop->GetFName().ToString().StartsWith("__")) { //ignore private param like __WolrdContext of function in blueprint funcion library continue; } void* propBuffer = prop->ContainerPtrToValuePtr<void*>(funcPramsBuffer); if (prop->PropertyFlags & CPF_OutParm) { prop->CopyCompleteValue(propBuffer, outPramsBuffer); outPramsBuffer += prop->GetSize(); } else if (prop->PropertyFlags & CPF_Parm) { prop->CopyCompleteValue(propBuffer, inPramsBuffer); inPramsBuffer += prop->GetSize(); } }
context->ProcessEvent(func, funcPramsBuffer); //call function outPramsBuffer = (uint8*)&outParams; //reset to begin
//copy back out params for (TFieldIterator<UProperty> i(func); i; ++i) { UProperty* prop = *i; if (prop->PropertyFlags & CPF_OutParm) { void* propBuffer = prop->ContainerPtrToValuePtr<void*>(funcPramsBuffer); prop->CopyCompleteValue(outPramsBuffer, propBuffer); outPramsBuffer += prop->GetSize(); } } }
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| #include "OutputDevice.h" FString cmd = FString::Printf(TEXT("TestFun HelloWorld")); FOutputDeviceDebug device; 实例对象->CallFunctionByNameWithArguments(*cmd, device, NULL, true); //调用通过蓝图actor调用蓝图函数 void AMyActor::CallActorFunc(AActor * c, FString funcName) { FOutputDeviceNull ar; c->CallFunctionByNameWithArguments(*funcName, ar, NULL, true); }
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我这边调用天气蓝图插件测试
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| #include <Misc/OutputDeviceDebug.h> FOutputDeviceDebug device; static ConstructorHelpers::FObjectFinder<UBlueprint> UnitSelector(TEXT("Blueprint'/Game/UltraDynamicSky/Blueprints/Ultra_Dynamic_Weather.Ultra_Dynamic_Weather_C'")); TSubclassOf<AActor> UnitSelectorClass = (UClass*)UnitSelector.Object->GeneratedClass; TArray<AActor*> OutActors; UGameplayStatics::GetAllActorsOfClass(GetWorld(), UnitSelectorClass, OutActors); AActor* actor = OutActors[0]; actor->CallFunctionByNameWithArguments(TEXT("TestFun HelloWorld"), device, NULL, true);
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https://zhuanlan.zhihu.com/p/61042237
https://www.unrealengine.com/en-US/search?x=0&y=0&filter=All&keyword=CallFunctionByNameWithArguments
https://docs.unrealengine.com/5.0/en-US/API/Runtime/CoreUObject/UObject/UObject/CallFunctionByNameWithArguments/
https://blog.csdn.net/qq_35014708/article/details/84569831