If this is the first code class you have added to a blank project, you will need to close Unreal Editor, compile the project in Visual Studio or Xcode, and then open Unreal Editor and re-open the project to ensure that the game Void ALightSwitchBoth::OnOverlapEnd_Implementation(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) If (OtherActor & (OtherActor != this) & OtherComp) Void ALightSwitchBoth::OnOverlapBegin_Implementation(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) Sphere1->OnComponentEndOverlap.AddDynamic(this, &ALightSwitchBoth::OnOverlapEnd) // set up a notification for when this component overlaps something Sphere1->OnComponentBeginOverlap.AddDynamic(this, &ALightSwitchBoth::OnOverlapBegin) // set up a notification for when this component overlaps something Sphere1 = CreateDefaultSubobject(this, TEXT("Sphere1")) PointLight1->Intensity = DesiredIntensity ![]() PointLight1 = CreateDefaultSubobject(TEXT("PointLight1")) LightSwitchBoth.cpp // Copyright 1998-2018 Epic Games, Inc. With the change to the OnOverlapBegin and OnOverlapEnd definitions, the source file for LightSwitchBoth looks like: The Blueprint setup will be covered later in this example. To make this setup work, the C++ functions need to be renamed OnOverlapBegin_Implementation and OnOverlapEnd_Implementation, respectively. If one of those events does not exist, the C++ implementation of This means that inĪ Blueprint derived from this class, events can be placed that override OnOverlapBegin and OnOverlapEnd, and are executed when the function would normally be called. These functions are now a BlueprintNativeEvent. However, a change needs to be made to the OnOverlapBegin and OnOverlapEnd functions. In the source file for LightSwitchBoth, the constructor remains the same. UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Switch Variables") ** the desired intensity for the light */ ** Toggles the light component's visibility*/ Void OnOverlapEnd_Implementation(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) Void OnOverlapEnd(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) ** called when something leaves the sphere component */ Void OnOverlapBegin_Implementation(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) Void OnOverlapBegin(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) UFUNCTION(BlueprintNativeEvent, Category="Switch Functions") ** called when something enters the sphere component */ UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Switch Components") All Rights Reserved.Ĭlass _API ALightSwitchBoth : public AActor LightSwitchBoth.h // Copyright 1998-2018 Epic Games, Inc. ![]() OnOverlapBegin and OnOverlapEnd are now BlueprintNativeEvents, and will show up in the category Switch Functions in the My Blueprint tab.ĭesiredIntensity is BlueprintReadWrite, and will show up in the category Switch Variables in the My Blueprint tab.ĭesiredIntensity is now EditAnywhere instead of VisibleAnywhere. The PointLightComponent and the SphereComponent are BlueprintReadOnly, and will show up in the category Switch Components in the My Blueprint tab. This header file is adapted from the C++ Only LightSwitch example to add the following functionality: To create the LightSwitchComponent, SphereComponent, DesiredIntensity variable, and OnOverlap function. You may find it helpful to first refer to the C++ Only LightSwitch example, to see how the header file and source file are set up This example will go over the UPROPERTY()Īnd UFUNCTION() specifiers that make LightSwitchBoth work as a template for the Blueprint that will derive from it. While you couldĮxtend the LightSwitchCodeOnly class with a Blueprint, the components, variables, and functions created in that class would not be accessible to Blueprint graphs. Most of the code setup in the LightSwitchBoth class is similar to the code in the C++ Only LightSwitch example. ![]() There are a number of specifiers that change how a C++ class interacts with the Blueprint system, and some of them will be highlighted in this example.įor the first section of the class setup, a class called LightSwitchBoth is created using the C++ Class Wizard. C++ classes can be extended with Blueprints, allowing programmers to set up new gameplay classes in code that can be built upon and changed with Blueprints by level designers.
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