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| Both sides previous revision Previous revision Next revision | Previous revision | ||
| en:toolworks:docs:apparatus:trait [2022/04/27 19:22] – vladius | en:toolworks:docs:apparatus:trait [2022/06/07 07:53] (current) – Fix structure name. jispar | ||
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| You should mainly refer to the official Unreal Engine manual on creating [[ue> | You should mainly refer to the official Unreal Engine manual on creating [[ue> | ||
| - | You basically create a header (.h) file and optionally a source (.cpp) file. An example of such header-only Trait would be:<code cpp> | + | You basically create a header ('' |
| #pragma once | #pragma once | ||
| #include " | #include " | ||
| - | #include "MyTrait.generated.h" | + | #include "Moving.generated.h" |
| /** | /** | ||
| - | | + | |
| */ | */ | ||
| USTRUCT(BlueprintType) | USTRUCT(BlueprintType) | ||
| - | struct MY_API | + | struct MY_API |
| { | { | ||
| GENERATED_BODY() | GENERATED_BODY() | ||
| Line 48: | Line 48: | ||
| You could omit the [[ue> | You could omit the [[ue> | ||
| - | with the fields exposed like that you can now use '' | + | with the fields exposed like that you can now use '' |
| + | ==== Blueprint Workflow ==== | ||
| + | As basically every Unreal Engine' | ||
| + | |||
| + | {{ : | ||
| + | |||
| + | This will create a new asset file right inside the designated folder. You should give it an appropriate name after that. | ||
| + | |||
| + | {{ : | ||
| + | |||
| + | That's basically it and from now on the created structure can be used right inside your [[en: | ||