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BlockBreakerStarter

public
15 stars
5 forks
1 issues

Commits

List of commits on branch master.
Unverified
f0cf5b0623f1a3efb726916451310dcb7adce67e

update plugin

cchexiongsheng committed 3 months ago
Unverified
bb2d9a7d51e3459f85e24d24c4d6245aca4deddd

5.4.4兼容

cchexiongsheng committed 3 months ago
Unverified
42740dc3bf0905338689beb2e2f97284179f08ff

update plugin

cchexiongsheng committed 3 months ago
Unverified
52812b61557b884dc7430cf736719260bf978d70

ue5.4

cchexiongsheng committed 3 months ago
Unverified
5032fc66ee1bb27c80cbf08d74ca0886306b429b

update plugin

cchexiongsheng committed 3 months ago
Unverified
97ce63d72611df9c13754d514213cd471c5655fd

update plugin

cchexiongsheng committed 3 months ago

README

The README file for this repository.

BlockBreakerStarter

  • 这里下载V8_8.4.371.19,解压到Plugins/Puerts/ThirdParty

  • 生成vs工程(window下vs工程,在mac下生成xcode工程),然后进入工程运行

  • 如果要打包运行,要到“项目设置/打包/Additional Not-Asset Directories to Package”,把Content下的“JavaScript”目录添加进去。

  • 本例子基于UE4,UE5的引擎API有点小改动,点击ue.d.ts生成按钮后,根据IDE错误提示稍稍修改即可

  • 这个是基于这个commit的fps例子实现,这个修改的影响主要有

    • 定义了组件,就自动在蓝图创建组件,无需在构造函数中通过代码创建,规避了UE的一些多线程加载问题,也更简单些

    • 由于组件是Actor构造后才初始化,所以在构造函数访问组件会为null,建议一些初始化操作放到ReceiveBeginPlay,或者直接在生成的代理蓝图上修改