Created
May 19, 2020 09:13
-
-
Save namrog84/aa48c81b909acd124dc5311ac7b18f80 to your computer and use it in GitHub Desktop.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| /*/ | |
| // | |
| InputComponent->BindAction("Button", IE_Pressed, this, &Class::Function); | |
| // | |
| InputComponent->BindAxis("InputAxis", this, &Class::Function); | |
| // | |
| AMyClass* MyCastActor = Cast<AMyClass>(MyActor); | |
| // | |
| UCLASS() | |
| class PROJECTNAME_API ClassName : public ParentClass | |
| { | |
| GENERATED_BODY() | |
| public: | |
| ClassName(); | |
| protected: | |
| private: | |
| }; | |
| // | |
| ObjectName = CreateDefaultSubobject<ObjectClass>(TEXT("ObjectName")); | |
| // | |
| UENUM(BlueprintType) | |
| enum class EName : uint8 | |
| { | |
| N_Name1 UMETA(DisplayName="DisplayName") | |
| }; | |
| // | |
| UFUNCTION() | |
| // | |
| UFUNCTION(Client, Unreliable) | |
| void FunctionName(FunctionParameters); | |
| // | |
| UFUNCTION(NetMulticast, Reliable, WithValidation) | |
| void FunctionName(FunctionParameters); | |
| // | |
| UFUNCTION(Server, Reliable, WithValidation) | |
| void FunctionName(FunctionParameters); | |
| // | |
| UGameplayStatics::GetAllActorsOfClass(GetWorld(), AClass::StaticClass(), ActorArray); | |
| // | |
| GameModeClass* gm = GetWorld()->GetAuthGameMode<GameModeClass>(); | |
| // | |
| void ClassName::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const | |
| { | |
| Super::GetLifetimeReplicatedProps(OutLifetimeProps); | |
| //DON'T FORGET TO #include "Net/UnrealNetwork.h" | |
| DOREPLIFETIME(ClassName, ClassProperty); | |
| } | |
| // | |
| UWorld* World = GetWorld(); | |
| if(World) | |
| { | |
| } | |
| // | |
| GetWorld()->LineTraceMultiByChannel(HitsArray, Start, End, ECC_Visibility, TraceParams); | |
| // | |
| GetWorld()->LineTraceMultiByObjectType(HitsArray, Start, End, ObjectQueryParams, TraceParams); | |
| // | |
| GetWorld()->LineTraceMultiByProfile(HitsArray, Start, End, "ProfileName", TraceParams); | |
| // | |
| GetWorld()->LineTraceSingleByChannel(Hit, Start, End, ECC_Visibility, TraceParams); | |
| // | |
| GetWorld()->LineTraceSingleByObjectType(Hit, Start, End, ObjectQueryParams, TraceParams); | |
| // | |
| GetWorld()->LineTraceSingleByProfile(Hit, Start, End, "ProfileName", TraceParams); | |
| // | |
| UE_LOG(LogTemp, Display, TEXT("Your message")); | |
| // | |
| GetWorld()->OverlapMultiByChannel(OverlapsArray, Location, FQuat::Identity, ECC_Visibility, FCollisionShape::MakeSphere(Radius), TraceParams); | |
| // | |
| GetWorld()->OverlapMultiByObjectType(OverlapsArray, Location, FQuat::Identity, ObjectQueryParams, FCollisionShape::MakeSphere(Radius), TraceParams); | |
| // | |
| GetWorld()->OverlapMultiByProfile(OverlapsArray, Location, FQuat::Identity, "ProfileName", FCollisionShape::MakeSphere(Radius), TraceParams); | |
| // | |
| UGameplayStatics::PlayDialogue2D(GetWorld(), DialogWave, DialogContext, VolumeMultiplier, PitchMultiplier, StartTime); | |
| // | |
| UGameplayStatics::PlayDialogueAtLocation(GetWorld(), DialogWave, DialogContext, Location, Rotation, VolumeMultiplier, PitchMultiplier, StartTime, Attenuation); | |
| // | |
| UGameplayStatics::PlayDialogue2D(GetWorld(), DialogWave, DialogContext, VolumeMultiplier, PitchMultiplier, StartTime); | |
| // | |
| UGameplayStatics::PlayDialogueAtLocation(GetWorld(), DialogWave, DialogContext, Location, Rotation, VolumeMultiplier, PitchMultiplier, StartTime, Attenuation); | |
| // | |
| UGameplayStatics::PlaySound2D(GetWorld(), SoundBase, VolumeMultiplier, PitchMultiplier, StartTime, Concurrency, Owner); | |
| // | |
| UGameplayStatics::PlaySoundAtLocation(GetWorld(), SoundBase, Location, Rotation, VolumeMultiplier, PitchMultiplier, StartTime, Attenuation, Concurrency, Owner); | |
| // | |
| GEngine->AddOnScreenDebugMessage(0, 0.f, FColor::Red, FString::Printf(TEXT("TEXT"))); | |
| // | |
| UPROPERTY() | |
| // | |
| UMySaveGame* Instance = Cast<UMySaveGame>(UGameplayStatics::CreateSaveGameObject(UMySaveGame::StaticClass())); | |
| // | |
| UMySaveGame* Instance = Cast<UMySaveGame>(UGameplayStatics::LoadGameFromSlot(SaveSlotName, UserIndex)); | |
| // | |
| UGameplayStatics::SaveGameToSlot(Instance, SaveSlotName, UserIndex); | |
| // | |
| void ClassName::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const | |
| { | |
| Super::GetLifetimeReplicatedProps(OutLifetimeProps); | |
| //DON'T FORGET TO #include "Net/UnrealNetwork.h" | |
| DOREPLIFETIME(ClassName, ClassProperty); | |
| } | |
| // | |
| AClass* ActorName = GetWorld()->SpawnActor<AClass>(UClass, Location, Rotation); | |
| // | |
| AClass* ActorName = GetWorld()->SpawnActorDeferred<AClass>(UClass, ActorTransform, Owner, Instigator, ESpawnActorCollisionHandlingMethod::AlwaysSpawn); | |
| /* INITIALIZATION */ | |
| UGameplayStatics::FinishSpawningActor(ActorName, ActorTransform); | |
| // | |
| UDecalComponent* MyDecal = UGameplayStatics::SpawnDecalAttached(GetWorld(), DecalMaterialInterface, Size, AttachToComponent, AttachPointName, Location, Rotation, EAttachLocation::KeepRelativeOffset, lifeSpan); | |
| // | |
| UDecalComponent* MyDecal = UGameplayStatics::SpawnDecalAtLocation(GetWorld(), DecalMaterialInterface, Size, Location, Rotation, lifeSpan); | |
| // | |
| UAudioComponent* MyDialog = UGameplayStatics::SpawnDialogue2D(GetWorld(), DialogWave, DialogContext, VolumeMultiplier, PitchMultiplier, StartTime, bAutoDestroy); | |
| // | |
| UAudioComponent* MyDialog = UGameplayStatics::SpawnDialogueAttached(GetWorld(), DialogWave, DialogContext, AttachToComponent, AttachPointName, Location, Rotation, EAttachLocation::KeepRelativeOffset, bStopWhenAttachedToDestroyed, VolumeMultiplier, PitchMultiplier, StartTime, Attenuation, bAutoDestroy); | |
| // | |
| UAudioComponent* MyDialog = UGameplayStatics::SpawnDialogueAtLocation(GetWorld(), DialogWave, DialogContext, Location, Rotation, VolumeMultiplier, PitchMultiplier, StartTime, Attenuation, bAutoDestroy); | |
| // | |
| // | |
| UParticleSystemComponent* MyParticles = UGameplayStatics::SpawnEmitterAttached(ParticleSystem, AttachToComponent, AttachPointName, Location, Rotation, Scale, EAttachLocation::KeepRelativeOffset, bAutoDestroy); | |
| // | |
| UParticleSystemComponent* MyParticles = UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ParticleSystem, Location, Rotation, Scale, bAutoDestroy); | |
| // | |
| UParticleSystemComponent* MyParticles = UGameplayStatics::SpawnEmitterAttached(ParticleSystem, AttachToComponent, AttachPointName, Location, Rotation, Scale, EAttachLocation::KeepRelativeOffset, bAutoDestroy); | |
| // | |
| UParticleSystemComponent* MyParticles = UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ParticleSystem, Location, Rotation, Scale, bAutoDestroy); | |
| // | |
| UAudioComponent* MySound = UGameplayStatics::SpawnSound2D(GetWorld(), SoundBase, VolumeMultiplier, PitchMultiplier, StartTime, Concurrency, bPersistentAcrossLevelTransition, bAutoDestroy); | |
| // | |
| UAudioComponent* MySound = UGameplayStatics::SpawnSoundAttached(SoundBase, AttachToComponent, AttachPointName, Location, Rotation, EAttachLocation::KeepRelativeOffset, bStopWhenAttachedToDestroyed, VolumeMultipler, PitchMultiplier, StartTime, Attenuation, Concurrency, bAutoDestroy); | |
| // | |
| UAudioComponent* MySound = UGameplayStatics::SpawnSoundAtLocation(GetWorld(), SoundBase, Location, Rotation, VolumeMultiplier, PitchMultiplier, StartTime, Attenuation, Concurrency, bAutoDestroy); | |
| // | |
| USTRUCT(BlueprintType) | |
| struct FMyStruct | |
| { | |
| GENERATED_USTRUCT_BODY() | |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=MyCategory) | |
| float test; | |
| }; | |
| // | |
| USTRUCT(BlueprintType) | |
| struct FMyStruct : public FTableRowBase | |
| { | |
| GENERATED_USTRUCT_BODY() | |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=MyCategory) | |
| float test; | |
| }; | |
| // | |
| UGameplayStatics::PlaySound2D(GetWorld(), SoundBase, VolumeMultiplier, PitchMultiplier, StartTime, Concurrency, Owner); | |
| // | |
| UGameplayStatics::PlaySoundAtLocation(GetWorld(), SoundBase, Location, Rotation, VolumeMultiplier, PitchMultiplier, StartTime, Attenuation, Concurrency, Owner); | |
| // | |
| GetWorld()->GetTimerManager().SetTimer(TimerHandle, this, &Class::Function, DelayTime, bLoop); | |
| // | |
| GetWorld()->GetTimerManager().ClearTimer(TimerHandle); | |
| // | |
| TimerHandle.Invalidate(); | |
| // | |
| // |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment