Features: (Please include a full, comprehensive list of the features of the product)

  •  Replicated UObjects
  •  Tickable UObjects
  • Auto Register and UnRegister helper functions
  • Simple included functions such as BeginPlay, Tick, Destroy, Overridable CanTick function

Code Modules:

  •  SKGUObjects

Number of C++ Classes: 6

Network Replicated: Yes

Supported Development Platforms: Win64, Linux, Mac

Supported Target Build Platforms: Win64, Linux, Mac

Documentation: https://youtu.be/W4VPqSLXJpY

特点:(请包括一个完整的,全面的产品功能列表)

  •  复制的Uobject
  •  可勾选的UObjects
  • 自动注册和取消注册帮助程序函数
  • 简单的包含函数,如BeginPlay,Tick,Destroy,Overridable CanTick函数

代码模块:

  •  Skguob项目

C++类数:6

网络复制:是

支持的开发平台:Win64、Linux、Mac

支持的目标构建平台:Win64、Linux、Mac

文件:https://youtu.be/W4VPqSLXJpY

This is a simple set of classes (USKGObject and USKGReplicatedObject) that are designed to be used in Blueprint and or C++. They come with the same functions actors and components do such as Tick, BeginPlay, OnDestroyed, and a few others.

How to use: You use them the same way you do with components and actors in terms of tick and replication. If you look at the screenshots you can get a rough overview. You create the UObject on the server like you would use SpawnActor. I have helper functions for this called

  • CreateAndRegisterReplicatedSubObject – this will spawn the UObject and replicate it automatically.
  • CreateReplicatedSubObject – this will spawn the UObject for later use.
  • RegisterReplicatedSubObject – this will register the spawned UObject to the outer so it will begin replicating.
  • UnRegisterReplicatedSubObject – this will unregister the spawned UObject from the outer so it will stop replicating.

From there, the only thing that needs done is the Actor or Component that is set to be the Outer need to have ReplicateUsingRegisteredSubObjectList set to true and you are good to go! Furthermore you can see the example provided in the content. Just place the Actor into the world and you are good to go with the example.

Video Example: https://youtu.be/W4VPqSLXJpY

这是一组简单的类(USKGObject和USKGReplicatedObject),旨在用于蓝图和/或C++。 它们具有actor和组件所做的相同功能,如Tick,BeginPlay,OnDestroyed和其他一些功能。

如何使用:您使用它们的方式与您在tick和复制方面使用组件和actor的方式相同。 如果你看看截图,你可以得到一个粗略的概述。 您在服务器上创建UObject,就像使用SpawnActor一样。 我有这个调用的帮助函数

  • CreateAndRegisterReplicatedSubObject-这将生成UObject并自动复制它。
  • CreateReplicatedSubObject-这将生成UObject以供以后使用。
  • RegisterReplicatedSubObject-这将注册生成的UObject到外部,因此它将开始复制。
  • UnRegisterReplicatedSubObject-这将从外部取消注册生成的UObject,因此它将停止复制。

从那里,唯一需要做的是Actor或Component被设置为外部需要将ReplicateUsingRegisteredSubObjectlist设置为true,你可以走了! 此外,您可以看到内容中提供的示例。 只要把演员放到这个世界上,你就可以和这个例子一起去了.

视频示例: https://youtu.be/W4VPqSLXJpY

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