UE5 学习记录
>> 往场景里添加物体
- 点击Window菜单 → Place Actors
- 搜索自己写的类,或用官方默认的类。拖拽进场景

>> 脚本挂载
- C++类(继承了Actor的)都可以从Place Actors拖拽进场景
- C++类(继承了ActorComponent的)都可挂载在场景里的
对象的Detail下

>> 使字段可拖拽绑定/显示在Detail面板
- 在类里声明 UPROPERTY(EditAnywhere)
- 在蓝图里即可像Unity的[SerializeField]一样
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ClientMain.generated.h"
UCLASS()
class AClientMain : public AActor
{
GENERATED_BODY()
UPROPERTY(EditAnywhere)
TSubclassOf<AActor> rolePrefab;
UPROPERTY(EditAnywhere)
float restTime;
UPROPERTY()
int count;
public:
// Sets default values for this actor's properties
AClientMain();
virtual void Tick(float DeltaTime) override;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
};

>> 如何从蓝图(prefab)生成一个世界对象
https://www.bilibili.com/video/BV1HL4y1T7nV