Unreal Engine虚幻游戏引擎素材资源 Unreal Engine Marketplace –Variable Access Library 变量访问库 V 1.3
大小解压后:98M
这个插件在UE5 EA中运行良好。不幸的是,我无法为这个引擎版本设置实时。只需复制插件文件夹,并从源代码重建项目。

注:我正在制作一个使用视频。文档和示例项目可用!

更新

V 1.3(当前版本,2021年7月10日发布):

-在项目设置>插件>变量访问中添加插件设置

添加了2个bools,以启用/禁用所有功能的打印到日志或打印到屏幕
-增加了打印日志/打印屏幕功能,以便于调试(显示触发函数的执行元和/或找不到的变量名称)

描述

通过搜索变量名,该库将帮助您在代码的任何地方访问任何参与者的变量(仅列出支持的类型)。bool返回值可用于检查所需变量是否存在。

所有函数都可以广泛访问(在C++和蓝图中),并且还支持复制变量。

对于名为Int和Float的计算,像加法、乘法和除法这样的函数将有助于保持代码的整洁和可访问性。

Set & Math函数返回新值,使节点构造更加简单和清晰。

规划的特征

改变

设置变换的位置
设置变换的旋转
设置变换的比例

通配符

设置通配符变量[在制品]
排列

获取(通配符)数组(在制品)
集合(通配符)数组(在制品)
添加/添加唯一(通配符)数组(在制品)
从(通配符)数组中删除(在制品)

如果需要,我会支持旧的引擎版本。

技术细节
特点:

v 1.3:project Settings > Plugins > VariableAccess下的插件设置切换全局调试(打印到日志/屏幕)以便于调试(显示触发函数的Actor和/或找不到的变量的名称)
V1.2:增加对Int64、Vector2d、IntVector、IntPoint、Object的支持
V1.1:增加对变换、旋转器、线性颜色、名称、文本、字符串的支持
V1.0:支持布尔、字节、浮点、整数、向量
通过其名称,在任何地方访问任何参与者的变量
检查所需变量是否存在(bool返回结果)
设置/获取所有上述支持的变量类型的函数
尺度向量函数
浮点和整数的数学函数
支持复制变量!

代码模块:

变量访问库(运行时)

蓝图节点数:42

C++类的数量:3[变量访问函数库,变量访问设置,变量访问日志]

网络复制:函数不被复制,但可以在服务器或客户机上为复制的变量调用。

支持的开发平台:个人电脑(Win、Mac)

支持的目标构建平台:任何

文件:文件(在制品)

示例项目:4.26

重要/附加注意事项:如果需要,我将支持较旧的发动机版本。

标签
PLUGINFUNCTION libraryvariablecode pluginaccessibilitycopextended FUNCTIONS

This Plugin is fully functioning in UE5 EA. Unfortunately I cannot set it live for this engine version. Simply copy over the plugin folder and rebuild the project from source.

NOTE: I am working on a usage video . A Documentation and Example Project are available!

UPDATES

V 1.3 (current version, released July 10th 2021):

-added Plugin Settings in Project Settings>Plugins>VariableAccess

added 2 bools to enable/disable Print to Log or Print to Screen for all functions
-added PrintLog/PrintScreen functions for easier debugging (displaying the Actor the function is triggered from and/or the name of the variable which couldn’t be found)

DESCRIPTION

The library will help you to access variables (listed supported types only) of any actor anywhere in your code by searching for the variable name. The bool return value can be used to check if the desired variable exists.

All functions are widely accessible (in C++ and blueprint)and support also replicated variables.

For calculations with Int & Float by name, functions like Add, Multiply & Divide will help to keep your code clean and accessible.

Set & Math Functions return the new value for easier and cleaner node construction.

PLANNED FEATURES
Transform

Set Location of Transform
Set Rotation of Transform
Set Scale of Transform

Wildcard

Set Wildcard Variable [WIP]
Array

Get (Wildcard) Array (WIP)
Set (Wildcard) Array (WIP)
Add/Add Unique to (Wildcard) Array (WIP)
Remove from (Wildcard) Array (WIP)

I will support older engine versions if requested.

技术细节
Features:

V1.3: Plugin Settings under ProjectSettings>Plugins>VariableAccess to toggle global debugging (print to log/screen) for easier debugging (displaying the Actor the function is triggered from and/or the name of the variable which couldn’t be found)
V1.2: Add Support for Int64, Vector2d, IntVector, IntPoint, Object
V1.1: Add Support for Transform, Rotator, LinearColor, Name, Text, String
V1.0: Support Bool, Byte, Float, Int, Vector
Access Variables of any actor, anywhere, by its name
Check if desired variables exist (bool return result)
Set/Get Functions of all the above supported variable types
Scale Vector Function
Math Functions for Float & Int
Replicated Variables supported!

Code Modules:

VariableAccessLib (Runtime)

Number of Blueprint Nodes: 42

Number of C++ Classes: 3 [VariableAccessFuncLib, VariableAccessSettings, VariablesAccessLogging]

Network Replicated: Functions are not replicated but can be called on Server or Client for replicated variables.

Supported Development Platforms: PC (Win,Mac)

Supported Target Build Platforms: Any

Documentation: Documention (WIP)

Example Project: 4.26

Important/Additional Notes: I will support older engine versions if requested.

标签
PLUGINFUNCTION LIBRARYVARIABLESCODE PLUGINACCESSIBILITYCPPEXTENDED FUNCTIONS