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en:toolworks:docs:apparatus:trait [2022/04/27 22:22] – vladius | en:toolworks:docs:apparatus:trait [2022/06/07 10:53] (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: |