一、UPROPERTY1、可视性UPROPERTY(VisableDefaultOnly/VisableInstanceOnly/VisableAnywhere)仅类设置可见/仅实例化面板可见将蓝图放在关卡里的实例/二者皆可见2、可编辑性UPROPERTY(EditDefaultOnly/EditInstanceOnly/EditAnywhere)仅类设置可编辑/仅实例化面板可编辑/二者皆可3、蓝图可编辑性以及变量目录设置UPROPERTY(EditAnywhere,BlueprintReadOnly); UPROPERTY(EditAnywhere,BlueprintReadWrite); UPROPERTY(EditAnywhere,BlueprintReadWrite,Categoryx|y);在蓝图中可获取/在蓝图中可获取且可set/在蓝图中可获取可Set且在x的目录的y的子目录下。4、变量的替换名以及使用bool控制变量可编辑性UPROPERTY(EditAnywhere,BlueReadWrite,meta (DisplayNameX)); int32 XBool; UPROPERTY(EditAnywhere,BlueReadWrite,meta (EditConditionXBool)); int32 XValue;5 、解释说明变量UPROPERTY(EditAnywhere,BlueReadWrite,meta (ToolTip是否可视)) bool IsVisable二、UFUNCTION1、设置蓝图可调用UFUNCTION(BlueprintCallable,CategoryMyFunction) void printf();2、纯函数只有返回值没有输入值在蓝图中无需连接前后顺序。UFUNCTION(BlueprintCallable,BlueprintPure,CategoryMyFunction) void printf();3、BlueprintImplementableEventUFUNCTION(BlueprintImplementableEvent, Category Test) void ciallo();在C中声明但是不可以实现只能在蓝图之中重载4、BlueprintNativeEvent在C中声明、实现而且可以在蓝图中重载或不重载三、UENUM1、UENUM(BlueprintType)枚举可在蓝图中调用UENUM(BlueprintType) namespace ALEumType {enum ALEnum{ num1; num2; num3; } } UPORPERTY(EditAnywhere,BlueprintReadWrite) TEnumAsByteALEumType::ALEnum e ALEumType::num2;2、第二种创建方法UENUM(BlueprintType) enum class ALEnumType:uint8{ test1 UMETA(DisplayNameTEST1) ..... }四、USTRUCTUSTRUCT(BlueprintType) struct ALStruct{ GENERATED_USTRUCT_BODY() .... } ALStruct TestStruct;类似UENUM