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社区首页 >问答首页 >unreal engine 4 (ue4)中具有自定义c++ Blueprint函数库的blueprint循环/for/while节点

unreal engine 4 (ue4)中具有自定义c++ Blueprint函数库的blueprint循环/for/while节点
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Stack Overflow用户
提问于 2019-11-05 17:09:39
回答 1查看 2K关注 0票数 2

我需要创建一个自定义的blueprint节点。我使用的是blueprint函数库。

该节点将如下所示:

输入: int timedelayforeachloop int numberofloops Input

输出: exc循环exc已完成

loop1.h

代码语言:javascript
复制
// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "loop1.generated.h"

/**
 * 
 */

UENUM(BlueprintType)
enum class EMultiBranchEnum1 : uint8
{
    BranchA,
    BranchB
};


UCLASS()
class MYPROJECT2_API Uloop1 : public UBlueprintFunctionLibrary
{
    GENERATED_BODY()
        UFUNCTION(BlueprintCallable, meta = (DisplayName = "loop", CompactNodeTitle = "2as2", ExpandEnumAsExecs = "Branches"), Category = "1")
        //UFUNCTION(BlueprintCallable, Meta = (DisplayName = "Multi Branch1", ExpandEnumAsExecs = "Branches"), Category = 1)
        static void multiBranch(EMultiBranchEnum1& Branches, int loopqty);
        //EMultiBranchEnum1::BranchB;

};

loop1.cpp

代码语言:javascript
复制
// Fill out your copyright notice in the Description page of Project Settings.


#include "loop1.h"

void Uloop1::multiBranch(EMultiBranchEnum1& Branches, int loopqty)
{

    int currloop1 = 0;
    int temp = 2;
    int i;
    for (i = 0; i < 10; i++){
        currloop1 = currloop1 + 1;
        Branches = EMultiBranchEnum1::BranchA;


    }

    if (temp > currloop1) {

        Branches = EMultiBranchEnum1::BranchB;
    }

    if(temp == 0) {

        Branches = EMultiBranchEnum1::BranchB;

    }


}

--问题-- for循环只运行一次(我在branchA上的打印节点很明显(它只打印一次))

--下面的代码应该发生什么--循环应该运行10次(我的print节点应该打印10次)

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回答 1

Stack Overflow用户

回答已采纳

发布于 2019-11-05 23:04:37

您应该使用UBlueprintAsyncActionBase而不是UBlueprintFunctionLibrary。它将允许您将状态存储在节点中,并异步调用连接到执行引脚的事物。

DelayLoop.h文件:

代码语言:javascript
复制
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "DelayLoop.generated.h"

DECLARE_DYNAMIC_MULTICAST_DELEGATE(FDelayOutputPin);

/**
 * 
 */
UCLASS()
class TEST_API UDelayLoop : public UBlueprintAsyncActionBase
{
    GENERATED_UCLASS_BODY()

public:
    UPROPERTY(BlueprintAssignable)
    FDelayOutputPin Loop;

    UPROPERTY(BlueprintAssignable)
    FDelayOutputPin Complete;

    UFUNCTION(BlueprintCallable, 
            meta = (BlueprintInternalUseOnly = "true", WorldContext = "WorldContextObject"), 
            Category = "Flow Control")
    static UDelayLoop* DelayLoop(const UObject* WorldContextObject, 
            const float DelayInSeconds, const int Iterations);

    virtual void Activate() override;

private:
    const UObject* WorldContextObject;
    float MyDelay;
    int MyIterations;
    bool Active;

    UFUNCTION()
    void ExecuteLoop();

    UFUNCTION()
    void ExecuteComplete();
};

DelayLoop.cpp文件:

代码语言:javascript
复制
#include "DelayLoop.h"
#include "Engine/World.h"
#include "TimerManager.h"

UDelayLoop::UDelayLoop(const FObjectInitializer& ObjectInitializer) : 
        Super(ObjectInitializer), WorldContextObject(nullptr), MyDelay(0.0f), 
        MyIterations(0), Active(false)
{
}

UDelayLoop* UDelayLoop::DelayLoop(const UObject* WorldContextObject, 
        const float DelayInSeconds, const int Iterations)
{
    UDelayLoop* Node = NewObject<UDelayLoop>();
    Node->WorldContextObject = WorldContextObject;
    Node->MyDelay = DelayInSeconds;
    Node->MyIterations = Iterations;
    return Node;
}


void UDelayLoop::Activate()
{
    if (nullptr == WorldContextObject)
    {
        FFrame::KismetExecutionMessage(TEXT("Invalid WorldContextObject."), 
                ELogVerbosity::Error);
        return;
    }
    if (Active)
    {
        FFrame::KismetExecutionMessage(TEXT("DelayLoop is already running."), 
                ELogVerbosity::Warning);
    }
    if (MyDelay <= 0.0f)
    {
        FFrame::KismetExecutionMessage(
                TEXT("DelayLoop delay can't be less or equal to 0."), 
                ELogVerbosity::Warning);
    }
    if (MyIterations <= 0)
    {
        FFrame::KismetExecutionMessage(
                TEXT("DelayLoop iterations can't be less or equal to 0."), 
                ELogVerbosity::Warning);
    }

    Active = true;
    for (int i = 0; i <= MyIterations; i++)
    {
        FTimerHandle IterationTimer;
        WorldContextObject->GetWorld()->GetTimerManager().SetTimer(
                IterationTimer, this, &UDelayLoop::ExecuteLoop, MyDelay * i);
    }

    FTimerHandle CompleteTimer;
    WorldContextObject->GetWorld()->GetTimerManager().SetTimer(
            CompleteTimer, this, &UDelayLoop::ExecuteComplete, 
            MyDelay * (MyIterations+1));
            // If the Complete pin should happen at the same time as the last iteration
            // use `MyDelay * MyIterations` here instead

}

void UDelayLoop::ExecuteLoop()
{
    Loop.Broadcast();
}

void UDelayLoop::ExecuteComplete()
{
    Complete.Broadcast();
    Active = false;
}

这将为您提供如下所示的蓝图:

注意:这段代码在很大程度上基于Daniel ~b617 Janowski的This Creating Asynchronous Blueprint Nodes guide,现在托管在遗留的维基here

票数 2
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页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/58707886

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