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#lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3725068 by Kimio.Yasuda Fixed typo Change 3809004 by Tim.Hobson mesh Distance Field missing updates for cms copy. 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3855470 by Kimio.Yasuda Fixed line alignment Change 3855471 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3855479 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3855492 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3856665 by Joe.Conley Deleting old misnamed file (.PN.udn instead of .JPN.udn) Change 3856858 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3856863 by Masayo.Kondo #loc UE4DocJpn File updated againstINTSourceChangelist:3801260 Change 3856865 by Kimio.Yasuda Updated file agaisnt INTSourceChangelist:3782314 Change 3856869 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3856957 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3856981 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3856984 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3856987 by Kimio.Yasuda Updated file against 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Change 3859738 by Masayo.Kondo Fixed line spaces to match structure Change 3859740 by Masayo.Kondo Fixed lines and spaces in programming section Change 3859747 by Masayo.Kondo Fixed lines in programming section Change 3859755 by Masayo.Kondo Fixed lines in programming section Change 3859756 by Masayo.Kondo Fixed lines in programming section Change 3859757 by Masayo.Kondo Fixed lines in programming section Change 3859759 by Masayo.Kondo Fixed lines in programming section Change 3859768 by Masayo.Kondo Fixed lines in programming section Change 3859769 by Masayo.Kondo Fixed lines in programming section Change 3859774 by Masayo.Kondo Fixed lines in programming section Change 3859776 by Masayo.Kondo Fixed lines in programming section Change 3859778 by Masayo.Kondo Fixed lines in programming section Change 3859780 by Masayo.Kondo Fixed lines in programming section Change 3859783 by Kimio.Yasuda Updated file against INTSourceChecklist:3108692 Change 3859786 by Kimio.Yasuda Updated file 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section Change 3859824 by Masayo.Kondo Fixed line spaces in programming section Change 3859825 by Masayo.Kondo Fixed line spaces in programming section Change 3859828 by Masayo.Kondo Fixed line spaces in programming section Change 3859829 by Masayo.Kondo Fixed line spaces in programming section Change 3859831 by Masayo.Kondo Fixed line spaces in programming section Change 3859835 by Masayo.Kondo Fixed line spaces in programming section Change 3859841 by Masayo.Kondo Fixed "Bookmark"to bookmark Change 3859845 by Masayo.Kondo Fixed line spaces in programming section Change 3859864 by Kimio.Yasuda Fixed structure for migration Change 3861599 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3861603 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3861687 by Kimio.Yasuda Fixed linkage path Change 3861689 by Kimio.Yasuda Remove extra line to match migration structure Change 3861694 by Kimio.Yasuda Fixed structure for migration Change3861697by Kimio.Yasuda Fixed structure for migration Change 3861700 by Kimio.Yasuda Fixed structure for migration Change 3861702 by Kimio.Yasuda Fixed structure for migration Change 3861712 by Kimio.Yasuda Updated file agaistn INTSourceChangelist:3810557 Change 3861717 by Kimio.Yasuda Fixed structure for migration Change 3861765 by Kimio.Yasuda Removed extra index space Change 3861766 by Kimio.Yasuda Fixed structure for migration Change 3861771 by Kimio.Yasuda Anothre structure fix for migration Change3861776by Kimio.Yasuda Fixed structure for migration Change 3861778 by Kimio.Yasuda Fixed structure for migration Change 3861784 by Kimio.Yasuda Updated file against INTSourceChangelist:3746172 Change 3861785 by Kimio.Yasuda Updated file agaisnt INTSourceChangelist:3746172 Change 3861788 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3861795 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3861797 by Kimio.Yasuda Updated file against 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INTSourceChangelist:3108692 Change 3861895 by Kimio.Yasuda Fixed structure for migration Change 3861898 by Kimio.Yasuda Fixed structure for migration Change 3861900 by Kimio.Yasuda Fixed structure for migration Change 3861901 by Kimio.Yasuda Fixed structure for migration Change 3861903 by Kimio.Yasuda Fixed structure for migration Change 3861906 by Kimio.Yasuda Fixed structure for migration Change 3861908 by Kimio.Yasuda Fixed structure for migration Change 3861910 by Kimio.Yasuda Fixed structure for migration Change 3861911 by Kimio.Yasuda Fixed structure for migration Change 3861913 by Kimio.Yasuda Added tag Change 3861914 by Kimio.Yasuda Fixed structure for migration Change 3861915 by Kimio.Yasuda Added tag Change 3861917 by Kimio.Yasuda Fixed structure for migration Change3861919by Kimio.Yasuda Fixed structure for migration Change 3861920 by Masayo.Kondo #loc UE4DocJpn File updated against 3810467 fixed image file sections for migration Change 3861922 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3861929 by Masayo.Kondo #loc UE4DocJpn File updated against 3810467 Change 3861940 by Kimio.Yasuda Updated file against INTSourceChangelist:3108692 Change 3861947 by Kimio.Yasuda Updated structure only for migration (translation partially not completed) Change 3861950 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3861951 by Kimio.Yasuda Inserted a line to fix structure for migration Change 3861954 by Kimio.Yasuda Fixed structure for migration Change 3861955 by Kimio.Yasuda Added hyphen for type Change 3861957 by Kimio.Yasuda Fixed structure for migration Change 3861958 by Kimio.Yasuda Inserted a line to fix structure for migration Change 3861965 by Masayo.Kondo Fixed spaces for migration Change 3861997 by Masayo.Kondo Checked structure for migration Change 3862001 by Masayo.Kondo Fixed for migration Change 3862008 by Masayo.Kondo Fixed for migration Change 3862014 by Masayo.Kondo Fixed for migration Change 3862016 by Masayo.Kondo Fixed for migration Change 3862019 by Masayo.Kondo Fixed for migration Change 3862029 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3108692 Change 3862034 by Masayo.Kondo Fixed for migration Change 3862037 by Masayo.Kondo Fixed for migration Change 3862039 by Masayo.Kondo Fixed for file migration Change 3862049 by Kimio.Yasuda Fixed format Change 3862051 by Kimio.Yasuda Fixed structure for migration Change 3864073 by Masayo.Kondo Fixed for migration Change 3864086 by Masayo.Kondo Fixed spaces and lines Change 3864088 by Kimio.Yasuda Fixed structure for migration Change 3864101 by Masayo.Kondo Put a space between version and 4.9. Change 3864114 by Kimio.Yasuda Updated file against INTSourceChangelist:3108692 Change 3864115 by Kimio.Yasuda Fixed version "V" to capital letter Change 3864116 by Masayo.Kondo Fixed spaces between version and 4.9 and lines Change 3864117 by Kimio.Yasuda Fixed version number Change 3864127 by Kimio.Yasuda Minor adjustment for migration Change 3864133 by Masayo.Kondo Checked structure but only a difference found is a space between description: E has a space which usually do not Change 3864192 by Kimio.Yasuda Updated file against INTSouceChangelist :3782314 Change 3864193 by Masayo.Kondo Fixed for migration Change 3864216 by Masayo.Kondo Checked for structure Change 3864221 by Kimio.Yasuda Fixed typo Change 3864222 by Kimio.Yasuda Minor line adjustment for migration Change 3864226 by Masayo.Kondo Checked for structure Change 3864233 by Masayo.Kondo Checked for structure Change 3864244 by Masayo.Kondo Fixed lines and spaces Change 3864249 by Masayo.Kondo Fixed :-- section| Change 3864296 by Kimio.Yasuda Minor structure adjustment for migration Change 3864322 by Kimio.Yasuda Updated file agaisnt INTSourceChangelist:3780178 Change 3864355 by Kimio.Yasuda Updated file against INTSourceChangelist:3717050 Change 3864358 by Kimio.Yasuda Fixed typo Change 3864383 by Masayo.Kondo Updated for migration Change 3864384 by Masayo.Kondo Updated for migration Change 3864408 by Kimio.Yasuda Added translation Change 3864420 by Masayo.Kondo Fixed line spaces Change 3864426 by Kimio.Yasuda Added translation Change 3864429 by Masayo.Kondo Updated for migration Change 3864431 by Masayo.Kondo Fixed line spaces Change 3864435 by Masayo.Kondo Fixed line spaces Change 3864439 by Masayo.Kondo Fixed line spaces Change 3864442 by Masayo.Kondo Fixed line spaces Change 3864446 by Masayo.Kondo Fixed line spaces Change 3864447 by Kimio.Yasuda Added translation Change 3864451 by Masayo.Kondo Fixed line spaces Change 3864456 by Masayo.Kondo Fixed a space Version Change 3864459 by Masayo.Kondo Fixed line spaces Change 3864461 by Masayo.Kondo Fixed spaces Change 3864463 by Masayo.Kondo Fixed line spaces Change 3864466 by Masayo.Kondo Fixed line spaces Change 3864470 by Kimio.Yasuda Added translation Change 3866266 by Masayo.Kondo Updated for migration Change 3866271 by Masayo.Kondo Fixed line spaces Change 3866273 by Masayo.Kondo Fixed lines and spaces Change 3866279 by Masayo.Kondo Fixed line spaces Change 3866286 by Masayo.Kondo Fixed programming section Change 3866292 by Masayo.Kondo Fixed programming section Change 3866294 by Masayo.Kondo Fixed line spaces Change 3866296 by Masayo.Kondo Fixed line spaces Change 3866298 by Masayo.Kondo Fixed line spaces Change 3866299 by Masayo.Kondo Fixed line spaces Change 3866305 by Masayo.Kondo Fixed asterisk to number1 Change 3866306 by Masayo.Kondo Fixed Version: space Change 3866315 by Masayo.Kondo Fixed line and version spaces Change 3866316 by Masayo.Kondo Fixed ver space Change 3866326 by Masayo.Kondo Fixed line spaces Change 3866331 by Masayo.Kondo Fixed line spaces Change 3866335 by Masayo.Kondo Fixed line spaces Change 3866337 by Masayo.Kondo Fixed line spaces Change 3866345 by Masayo.Kondo Fixed line spaces Change 3866353 by Masayo.Kondo Fixed line spaces Change 3866360 by Masayo.Kondo Fixed programming section comment Change 3866363 by Masayo.Kondo Fixed programming section Change 3866372 by Masayo.Kondo Fixed a line space Change 3866385 by Masayo.Kondo Fixed line spaces Change 3866392 by Masayo.Kondo Fixed for migration Change 3866395 by Masayo.Kondo Fixed line spaces Change 3866400 by Masayo.Kondo Fixed line spaces Change 3866404 by Masayo.Kondo Fixed line spaces Change 3866406 by Masayo.Kondo Fixed line spaces Change 3866417 by Masayo.Kondo Fixed line spaces Change 3866424 by Masayo.Kondo Updated for migration Change 3866427 by Masayo.Kondo Fixed line and colon spaces Change 3866434 by Masayo.Kondo Updated for migration Change 3866442 by Masayo.Kondo Fixed line spaces Change 3866568 by Masayo.Kondo Updated for migration INTSourceChangelist:3781189 Change 3866569 by Masayo.Kondo Fixed line spaces Change 3866570 by Masayo.Kondo Fixed line spaces Change 3866573 by Masayo.Kondo Fixed spaces for migration Change 3866574 by Masayo.Kondo Fixed space for End result part Change 3866575 by Masayo.Kondo Fixed space for End result part Change 3866576 by Masayo.Kondo Fixed End result space Change 3866582 by Masayo.Kondo Fixed End result part Change 3866598 by Masayo.Kondo Fixed line spaces Change 3866601 by Masayo.Kondo Fixed line spaces Change 3866602 by Masayo.Kondo Fixed line spaces Change 3866607 by Masayo.Kondo Fixed line spaces Change 3866609 by Masayo.Kondo Fixed line spaces Change 3866613 by Masayo.Kondo Fixed png file names Change 3866615 by Masayo.Kondo Fixed lines Change 3866617 by Masayo.Kondo Fixed a space Change 3866620 by Masayo.Kondo Updated for migration Change 3866629 by Masayo.Kondo Fixed tabs before 1 Change 3866633 by Masayo.Kondo Fixed line spaces Change 3866640 by Masayo.Kondo Fixed image height section and line spaces Change 3866642 by Masayo.Kondo File updated for INTSourceChangelist:3108692 Change 3866644 by Masayo.Kondo Fixed line spaces Change 3866650 by Masayo.Kondo Updated for INTSourceChangelist:3716214 Change 3866651 by Masayo.Kondo Fixed line spaces Change 3866654 by Masayo.Kondo Fixed line spaces and programinng comments Change 3866657 by Masayo.Kondo Fixed line spaces Change 3866662 by Masayo.Kondo Fixed lines Change 3866669 by Masayo.Kondo Fixed lines Change 3866670 by Masayo.Kondo Fixed line spaces Change 3866671 by Masayo.Kondo Fixed for migration Change 3866672 by Masayo.Kondo Fixed for migration Change 3866673 by Masayo.Kondo Fixed lines Change 3866677 by Masayo.Kondo Fixed lines Change 3866681 by Masayo.Kondo Fixed lines Change 3866683 by Masayo.Kondo Fixed lines Change 3866685 by Masayo.Kondo Fixed for migration Change 3866686 by Masayo.Kondo Fixed lines Change 3866688 by Masayo.Kondo Fixed for migration Change 3866691 by Masayo.Kondo Fixed for migration Change 3866696 by Masayo.Kondo Fixed for migration Change 3866702 by Masayo.Kondo Fixed for migration Change 3868509 by Masayo.Kondo Fixed line spaces Change 3868513 by Masayo.Kondo Fixed line spaces Change 3868521 by Masayo.Kondo Fixed line spaces Change 3868544 by Masayo.Kondo Fixed for migration Change 3868563 by Masayo.Kondo Fixed a space Change 3868572 by Masayo.Kondo Deleted one redundant line beforePurchasing from the Store section Change 3868578 by Masayo.Kondo Fixed a line space before 284 Change 3868586 by Masayo.Kondo Fixed :--- section again Change 3868672 by Masayo.Kondo Added spaces after colons Change 3868679 by Masayo.Kondo Fixedⁿ@" parent:Engine/Editor" part Change 3868856 by Masayo.Kondo Second check for migration Change 3868875 by Masayo.Kondo Second check for migration fix line spaces and indent Change 3868889 by Masayo.Kondo Second check fixed line spaces and deleted JP comment in programming section Change 3868895 by Masayo.Kondo Second fix, one indent Change 3868911 by Masayo.Kondo Second ck, fixed removed part Change 3868924 by Masayo.Kondo Second fix, Change 3868927 by Sungjin.Hong #loc UE4DocKOR Change 3868930 by Masayo.Kondo Second fix, deleted JP comment in programming Change 3868937 by Masayo.Kondo Second fix, deleted JP comment in programming section Change 3868950 by Masayo.Kondo Second fix, deleted JP comment in programming section Change 3868966 by Masayo.Kondo Second check table spaces Change 3868972 by Masayo.Kondo Second check, fixed indent, Change 3868973 by Masayo.Kondo Second ck, fixed Unreal VS file as well Change 3868978 by Masayo.Kondo Second fix Change 3868980 by Masayo.Kondo Fixed Change 3871569 by Masayo.Kondo Second check, added asterisk, removed JP comment in programing section Change 3871579 by Masayo.Kondo Second check Change 3871587 by Masayo.Kondo Fixed headings # Change 3871616 by Kimio.Yasuda Updated file against INTSourceChangelist:3801260 Change 3871617 by Kimio.Yasuda Updated file against INTSourceChangelist:3801260 Change3872326by Robert.Gervais #UE4Doc Updating Linux Quick Start as part of UGS-P4V workflow description. #jira 5789 Change 3873219 by Robert.Gervais #UE4Doc Updating Linux XCompile Toolchain download table. I'll keep this ticket up open until v11_clang-5.0.0-centos7 becomes available for download from our cdn. #jira UEDOC-7081 #code_review jeff.wilson, nick.bullardbradley Change 3873696 by Masayo.Kondo Submitted for migration Change 3873698 by Kimio.Yasuda Updated file against INTSourceChangelist:3873219 Change 3873700 by Kimio.Yasuda Updated file against INTSourceChangelist:3872326 Change 3873766 by Kimio.Yasuda Updated file agaisnt INTSourceChangelist:3782314 Change 3873800 by Masayo.Kondo File updated Change 3873823 by Masayo.Kondo File updated Change 3873836 by Masayo.Kondo File updated fot INT3108692 Change 3873845 by Kimio.Yasuda Added translation Change 3873926 by Kimio.Yasuda Updated file against INTSourceChangelist:3746172 Change 3873927 by Kimio.Yasuda Updated file against INTSourceChangelist:3746532 Change 3873946 by Masayo.Kondo File updated for INTSourceChangelist:3759006 Change 3873948 by Masayo.Kondo File updated for INTSourceChangelist:3750407 Change 3873979 by Kimio.Yasuda Updated file against INTSourceChangelist:3108692 Change 3873982 by Kimio.Yasuda Added translation Change 3873983 by Masayo.Kondo Updated for INTSourceChangelist:3108692 Change 3874000 by Masayo.Kondo Updated for INTSourceChangelist:3108692 Change 3874024 by Masayo.Kondo Updated for INTSourceChangelist:3108692 Change 3875865 by Masayo.Kondo Fixed book mark error, SelectionTool to Select Tool Change 3875906 by Kimio.Yasuda Fixed translation Change 3875909 by Masayo.Kondo Fixed a line space Change 3875947 by Kimio.Yasuda Minor adjustment for file migration Change 3875980 by Kimio.Yasuda Minor structure adjustment for file migration Change 3875999 by Kimio.Yasuda Minor adjustment for file migration Change 3876015 by Kimio.Yasuda Minor adjustment for file migration Change 3876019 by Kimio.Yasuda Added topic-image Change 3876021 by Kimio.Yasuda Another structuer adjustment Change 3876027 by Kimio.Yasuda Updated file against INTSourceChangelist:3801260 Change 3876043 by Kimio.Yasuda Updated file against INTSourceChangelist:3807090 Change 3876069 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876074 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876078 by Kimio.Yasuda Remove space for file migration Change 3876183 by Kimio.Yasuda Updated file against INTSourceChangelist:3108692 Change 3876189 by Kimio.Yasuda Minor adjustment for file migration Change 3876193 by Kimio.Yasuda Inserted space for structure adjustment Change 3876195 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876196 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876198 by Kimio.Yasuda Fixed structure Change 3876204 by Kimio.Yasuda Inserted space for structure adjustment Change 3876207 by Kimio.Yasuda Minor adjustment for file migration Change 3876210 by Kimio.Yasuda Removed "*" for structure adjustment Change 3876212 by Kimio.Yasuda Inserted spaces for structure adjustment Change 3876214 by Kimio.Yasuda Added "*" for structure adjustment Change 3876221 by Kimio.Yasuda Fixed property name from Japanese to English Change 3876225 by Kimio.Yasuda Inserted spaces as necessary for structure adjustment Change 3876229 by Kimio.Yasuda Added topic image line Change 3876233 by Kimio.Yasuda Minor adjustment for file migration Change 3876244 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876251 by Kimio.Yasuda Minor strucutre adjustment for file migration Change 3876262 by Kimio.Yasuda Minor structrue adjustment (Removed *) Change 3876265 by Kimio.Yasuda Minor structure adjustment (inserted line) Change 3876267 by Kimio.Yasuda Minor structure adjustment (inserted space) Change 3876270 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876276 by Kimio.Yasuda Minor structure adjustment for file migation (added space) Change 3876279 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876295 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876305 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876322 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876329 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876332 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876341 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876342 by Kimio.Yasuda Removed extra "*" Change 3876345 by Kimio.Yasuda Added missing "*" Change 3876348 by Sungjin.Hong #loc UE4DocKOR Change 3876354 by Kimio.Yasuda Chaged Version into English Change 3876356 by Kimio.Yasuda Changed 'Version 4.9' back to English Change 3876358 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876365 by Kimio.Yasuda Removed extra space. Change 3876369 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876373 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876396 by Kimio.Yasuda Updated file against INTSourceChangelist:3808342 Change 3876457 by Sungjin.Hong #loc UE4DocKOR Change 3877048 by Arciel.Rekman Linux: update the link to the cross toolchain in docs. - Also updated part of the tutorial that mentioned the toolchain version. Change 3878311 by Kimio.Yasuda Updated file against INTSourceChangelist:3877048 Change 3878388 by Kimio.Yasuda Fixed typo Change3878423by Kimio.Yasuda Updated file against INTSourceChangelist:3877048 Change 3878504 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3878538 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3878563 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3878565 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3878589 by Sungjin.Hong #loc UE4DocKor Change 3878618 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3878621 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3878695 by Kimio.Yasuda Fixed translation Change 3878731 by Kimio.Yasuda Fixed translation Change 3878788 by Masayo.Kondo Fixed an indent Change 3878801 by Masayo.Kondo Updated and added asterisks at beginning Change 3880663 by Masayo.Kondo Removed an extra line Change 3880697 by Masayo.Kondo Fixed layout Change 3880702 by Masayo.Kondo Fixed line spaces between paragraphs Change 3880708 by Masayo.Kondo Added a line space between paragraphs Change 3880717 by Masayo.Kondo Added a numbering 1 Change 3880720 by Masayo.Kondo Fixed indents Change 3880724 by Masayo.Kondo Fixed a line space Change 3880739 by Masayo.Kondo Fixed a line space Change 3880744 by Masayo.Kondo Fixed an indent Change 3880756 by Masayo.Kondo Added an line between paragraphs Change 3880761 by Masayo.Kondo Fixed an indent Change 3880774 by Masayo.Kondo Removed a line between paragraphs Change 3880791 by Masayo.Kondo Updated for INTSourceChangelist:3782314 Change3880803by Masayo.Kondo Added an asterisk at beginning of sentense Change 3880810 by Masayo.Kondo Fixed a line space between paragraphs Change 3880829 by Masayo.Kondo Fixed a line space Change 3880892 by Masayo.Kondo Checked for structure Change 3880944 by Masayo.Kondo Fixed for migration Change3880950by Masayo.Kondo Fixed a line space Change 3880955 by Masayo.Kondo Fixed a heading ## Change 3880968 by Masayo.Kondo File Updated Change 3880973 by Masayo.Kondo Added ## to headlline Change 3881059 by Masayo.Kondo Fixed spaces Change 3881064 by Masayo.Kondo Removed an asterisk Change 3881076 by Masayo.Kondo Fixed indents Change 3881080 by Masayo.Kondo Fixed a line space Change 3881089 by Masayo.Kondo Added an asterisk Change 3881098 by Masayo.Kondo Fixed spaces between numberings Change 3881104 by Masayo.Kondo Checked for structure Change 3881109 by Masayo.Kondo Fixed skill field Change 3881118 by Masayo.Kondo Fixed skill level field Change 3881128 by Masayo.Kondo Fixed for migration Change 3881141 by Masayo.Kondo Fixed line spaces Change 3881142 by Masayo.Kondo Removed an asterisk Change 3881147 by Masayo.Kondo Fix a line space Change 3881150 by Masayo.Kondo Fixed line spaces Change 3881154 by Masayo.Kondo Fixed layout Change 3881159 by Masayo.Kondo Removed an unnecessary symbol Change 3881162 by Masayo.Kondo Added numbering 1 Change 3881164 by Masayo.Kondo Fixed wrong image index Change 3881172 by Masayo.Kondo Fixed around ver field Change 3881182 by Masayo.Kondo Fixed table field Change 3881191 by Masayo.Kondo Fixed around ver field Change 3881192 by Masayo.Kondo Added a line between paragraphs Change 3881197 by Masayo.Kondo Fixed table and around ver field Change 3881204 by Masayo.Kondo Added an asterisk Change 3881208 by Masayo.Kondo Removed an asterisk Change 3881213 by Masayo.Kondo Fixed Region tags Change 3881218 by Masayo.Kondo Fixed DIR section Change 3881219 by Masayo.Kondo Fixed a line Change 3881224 by Masayo.Kondo Fixed a space Change 3881225 by Masayo.Kondo Fixed a space Change 3881237 by Kimio.Yasuda Fixed translation Change 3881240 by Kimio.Yasuda Fixed translation Change 3890899 by Kimio.Yasuda Fixed translation Change 3892946 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3892962 by Kimio.Yasuda Updated file against INTSourceChangelist:3891955 Change 3892964 by Masayo.Kondo Fixed description space Change 3892970 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3892975 by Kimio.Yasuda Updated file agaisnt INTSourceChangelist:3891955 Change 3892980 by Masayo.Kondo Fixed title spaces Change 3892983 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893002 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893023 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893032 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893041 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893059 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893074 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893080 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893090 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893200 by Masayo.Kondo #loc UE4DocJpn Initial translation against INT#3810557 Change 3920877 by Jeff.Wilson moving enterprise pages back to original location - yay Change 3920986 by Jeff.Wilson Fixing links in enterprise pages Change 3921434 by Jeff.Wilson fixes for enterprise Change 3922416 by Tim.Hobson #UE4 Docs: Unreal Studio - Getting Started page edits Change 3924191 by Masayo.Kondo #loc UE4DocJPN moved or deleted Change 3924925 by Jeff.Wilson Adding templates from migration Change 3924926 by Jeff.Wilson misc style/template updates Change 3926259 by Jeff.Wilson Misc fixes Change 3926759 by Tim.Hobson #UE4 Docs: Unreal Studio Getting Started Doc Edits. - Line 36 needs Project Templates PDF link - Line 221 needs Supported Software and File Types PDF link - Change 3926778 by Jeff.Wilson More updates for enterprise Change 3926780 by Jeff.Wilson misc styling updates Change 3927257 by Jeff.Wilson enterprise updates Change 3930427 by Sungjin.Hong #loc UE4DocKOR moved or deleted Change 3930979 by Sungjin.Hong #loc UE4DocKOR Change 3940592 by Mitchell.Wilson Initial check in of 4.19 Major release notes. Waiting for Minor release notes so I can add them here. Change 3941748 by Mitchell.Wilson Adding minor notes. Change 3942094 by Masayo.Kondo #loc UE4DocJPN moved or deleted Change 3964177 by Sungjin.Hong #loc UE4DocKOR moved or deleted Change 3975369 by Mitchell.Wilson Adding switch trigger inputs to VehicleGame. #jira UE-47835 Change 3977387 by Sungjin.Hong #loc UE4DocKOR Change 3977853 by Mitchell.Wilson Updating Tile_Gem Blueprint and P_Selected_Title particle system to resolve "immortal particle system" warnings. #jira UE-54735 Change 3978060 by Mitchell.Wilson Removed console command referencing a custom event that no longer exists to resolve warnings. Rebuilt lighting and saved all levels to resolve vert paint warnings on level load. #jira UE-54932 Change 3982168 by Mitchell.Wilson Saving levels to resolve UReflectionCaptureComponent warnings when packaging. #jira UE-54970 Change 3989408 by Mitchell.Wilson Correcting a spelling error in Blueprint_Communication example 1.4 #jira UE-54308 Change 3989612 by Mitchell.Wilson Updating path in DefaultEditor and DefaultEngine ini to resolve warnings. #jira UE-32185 Change 3992974 by Mitchell.Wilson Sampler source changed to Shared: Clamp to resolve clipping issues in material properties example. Updated texture sample to "Masks". Rebuilt lighting in level and saved. #jira UE-54464 Change 3997379 by Sungjin.Hong #loc UE4DocKOR Change 4008826 by Robert.Gervais #jira UEDOC-7427 Adding ObjectOrientation tooltip update. #UE4Doc #code_review jeff.wilson Change 4029781 by Mitchell.Wilson Updating documentation links in some engine tutorials #jira UEDOC-7444 Change 4036799 by Richard.Hinckley Fixing an incomplete code comment due to a UDN report. Change 4036853 by Mitchell.Wilson Building engine content levels and saving to resolve warnings. #jira UE-58327 Change 4039760 by Sungjin.Hong #loc UE4DocKOR Change 4054483 by Mitchell.Wilson Adding organization in world outliner for VR Template levels. #jira UE-55565 Change 4064060 by Richard.Hinckley Doxygen warning markers to clean up an API doc issue. Change 4064750 by Richard.Hinckley Moving Paulo's shelved files for ARPG. Change 4065297 by Andrew.Grant Merging 4063960 (RemoteSession work) from //UE4/Main to Dev-Documentation Change 4065344 by Andrew.Grant Merging latest RemoteSession plugins & app from //UE4/Main to Dev-Documentation Change 4065901 by Andrew.Grant Restored RemoteSession changes that were removed in Dev-VR integration Change 4066000 by Jim.Brown Action RPG - Changed level to include center obstruction for more varied gameplay. - Added 4th weapon, Fire Axe - Changed visuals of regular Axe - Added damage curves and uniqe anim montages for each weapon (every weapon should behave slightly differnt now) - Fixed lighting issue on foliage actors - Added slight flicker to into screen lighting Change 4067491 by Jim.Brown Action RPG: - Fixed rocks in middle of map not showing up in proper location Change 4067781 by Jim.Brown Action RPG: - Fixed some clipping issues in map (rocks clipping into one another) - Cleaned up, organized, and commented all UMG scripting Change 4069094 by Sorin.Gradinaru UE-57770 Resizing New Window results in grey space on device #jira UE-57770 #4.20 #iOS From 4039175 on //Dev-VR Listen to the viewport resize event on the host Change 4069098 by Sorin.Gradinaru UE-57687 Support portrait orientation based on PIE window settings #jira UE-57687 #iOS #4.20 From CL4039449 //Dev-VR Please note that remote host window can be resized (please see UE-57770), meaning that even if the windows setting were initially for protrait mode (eg. 750x1334), we can easily modify the window's aspect to look like a landscape app (1334x750), before connecting the client. The host-client communication basically consists in sending screenshots of the host window. After solving UE-57770, we'll no longer have gray areas, the host window's content is displayed on the client in full-screen mode (eventually stretched). This also solved the problem with the input mapping - another problem with UE-57770 was that the touch areas remained mapped full-screen (0.0 - width, height) on the iPad, even though the host window was resized. Adding rotation support, to allow the user to rotate the device for a better experience, i.e. if the image looks stretched. Change 4069102 by Sorin.Gradinaru UE-57686 Interactable pixel border in Virtual Camera UI #jira UE-57686 #iOS #4.20 From CL 4039450 on Dev-VR The Client/Host input mapping should take into account only the interactable area of the host window, without the title bar and borders Change 4069107 by Jim.Brown Action RPG: New Skills: - 1st Skill = Fireball - 2nd Skill = Fire Wave - 3rd Skill = Meteor (new!) - 4th skill = Meteor Storm - Adjusted price values to reflect power of skills. - Tweaked fireball effect (range increase, size increase, wobbles a bit on cast instead of traveling in a perfectly straight line) New weapon scaling: - Cleaver is default (weakest) - War Hammer is second (does highest damage per hit, but slowest ROF) - Molten Axe is third (axe damage + fire damage) good combos - Ember Sword is 4th (lower damage per hit, but extra fire damae+super fast ROF and powerful combos) - New FX/anims/etc. to reflect power and abilities of weapons. Change 4069219 by Andrew.Grant Removed work-around for missing files Change 4070190 by Andrew.Grant Added icons for iOS RemoteSessionApp Change 4071200 by Ben.Zeigler Fix abilities on player character by adding an InventoryLoaded callback, this is needed because the pawn now spawns before the inventory loads due to changes to game mode Change 4071868 by Jim.Brown RPG Game: - Changed Meteor ability to Combustion (to make it more obviously different from Meteor Storm). - Fixed the broken Fire Axe attack so it would advance through all stages of the combo - Updated format of all Ability descriptions so they were presented in the same way (capitals, no punctuation) - removed blank combo sections from axe attack that were left in accidentally - started groundwork for exploding Lvl3 Guardian. Change 4071873 by Mitchell.Wilson Submitting Match3 marketplace icon. #jira UE-58774 Change 4071918 by paulo.souza Action RPG: - Lightmap render in production quality - Changed stationary lights to be static - Added vegetation to hide seams Change 4073664 by paulo.souza Action RPG: - Fix: Rocks in the middle of the level were blocking the intro cut-scene - Minor foliage fixes Change4074023by Jim.Brown Action RPG : - Turned Level 2 enemy into a ranged attack enemy (he now spits a slime ball instead of melee attacks) - More prep work for making lvl 3 enemy explode upon death. - various tweaks and polish Change 4074136 by paulo.souza ActionRPG: Fixed on screen joypad not working properly Change 4075235 by paulo.souza Action RPG: Main menu screen re-lighting and animated light Change 4075315 by James.McNatton Added warning message textbox to RemoteSessionApp and hooked up a message to notify when connection was dropped #fyi Andrew.Grant #rb none Change 4076500 by Jim.Brown Action RPG: - Rotated all spawn points (player and enemy) to opposite end of the map. Map seems better when viewed from this angle? Let me know what you think... - Updated the material used on the pillars to reflect the same stone runes found in the main UI. WIP, not finished yet, but proof of concept. Change 4076818 by paulo.souza Action RPG: - Camera collision issues - AI logic cleanups and fixes Change 4077051 by paulo.souza ActionRPG: - Fix: Loading screen uses the new logo - Shows game-over screen when all waves are finished - PlayerStart position Change 4077828 by Sam.Deiter Adjusting the lighting for the foliage as it was broken after building lighting. Change 4078833 by paulo.souza ActionRPG: - Fix: Wave spawning freezing after wave 1 - Imported and converted all animations/montages to use skeleton from Infinity Blade - Re-imported "warrior" SM from Infinity blade - New hatchet mesh Change 4079024 by Jim.Brown Action RPG: - Changed impact to be generic pouf instead of fire. - Changed Guardian Slime attack to be a lob instead of a direct line of fire. Change 4079980 by paulo.souza ActionRPG: Fix missing AnimBP references Change 4080097 by Jim.Brown Action RPG: - Converted Cleaver to new weapon (looks very different from Axe now) - Added temp icon to UI. Polished version WIP. #Paulo.Souza, Sam.Deiter Change 4080099 by Sam.Deiter Adding an IsValid node to the Recived Notify End Function in the WeaponAttackNS Blueprint. It was giving an error after the game was closed. Change 4080205 by Jim.Brown Action RPG: - Removed cast animation from NPC Behavior Tree (no longer needed as idle since the anim was fixed and cast animation is now used by Lvl2 enemies). Change 4080598 by Jim.Brown Action RPG: - Fixed shader on Rock Rune surfaces - Tweaks to Slimeball attack (now arcs, moves more realistically, looks better overall) Change 4080738 by paulo.souza ActionRPG: - Fix: Rocks where colliding with the player's spring arm - Fix: Wave spawner stuck at Wave 4 (Spider was never destroyed) - Fix: Mana/health potion were spawning attached emitters - Fix: Weapon effects were spawning off character's feet Change 4081177 by Jim.Brown Action RPG: - Removed all unused modules and emitters from Particle Systems. - Optimization pass on a few systems to remove dynamic lights, extra particles, etc. where they weren't needed (or rendering on mobile) - 1st pass at priortization / significance setup Change 4082335 by paulo.souza ActionRPG: - Fix: Blocking volumes not working in cooked build: Somehow bNotForClientOrServer was set as True on volume brushes. - Fix: Not creating initial weapons during loading - UI test: Moving auto-play button to top - Unifying physics assets and redirectors - Barbarous material roughness map Change 4083255 by Jim.Brown Action RPG: - Updated Hatchet icon to replace placeholder that was there. - Tweaked progression. I was still able to complete with basic weapon (Hatchet), but it was more difficult and required planning (no longer 100% given that you will have enough time). I think that's a good thing? LMK! Change 4083390 by paulo.souza ActionRPG: - Fix: Character rotation reset when attacking or rolling if not moving - Delete unused BT nodes Change 4083842 by paulo.souza ActionRPG: Update HUD icon when switching weapons Change 4084420 by Jim.Brown Action RPG: - Tweaked Lvl2 Guardian attack behavior (they should properly attack from range now) - Added extra column in distance to help with parralax / depth in the scene - Tweaked normals on column per Paulo's feedback - Slight tweak to Character roughness (moved beard into channel with skin so it wasn't shiny) - Adjusted intro cine: ---- Slighlty tighter camera angle in opening shot to cover the character feet sliding unrealistically on the ground ---- Changed Guardian animations so they were not mirrors of each other (looked odd that they would both be doing the exact same thing) Change 4085038 by Ben.Zeigler Add BeginPossessPawn and EndPossessPawn events to RPGPlayerControllerBase for initialization events These may make sense on base controller/playercontroller as well, but it may conflict with game overrides that are very common Change 4085228 by paulo.souza ActionRPG: - Re-enable damage root motion animations - Enable falldown animations on Goblins when hit by non-melee attacks - Delete unused variables from parent BPs - Joypad support Change 4085941 by Andrew.Grant Fixed issue where client and server were using their respective project versions and not a shared verson number Change 4086525 by Ben.Zeigler Fix race condition where it may spawn the player pawn before loading the world. We now delay spawning until the start play event goes off, and don't initialize the UI until the controller possesses a pawn Change 4086939 by Ben.Zeigler Some player/game mode BP cleanup, fixed some runtime warnings from last checkin Change 4087732 by Sam.Deiter Re-building the reflection captures as they where always saying they needed to be re-built. Change 4087740 by Sam.Deiter Adding a isValid node to the blueprint to stop an error from happeing in the log. Change 4088038 by paulo.souza ActionRPG: - Player physics asset - Main title screen has a QUIT buton when not running on mobile - Fix: Virtual joypad showing during sequences Change 4088575 by paulo.souza ActionRPG: Project settings/name update Change 4089005 by Sorin.Gradinaru UE-59360 BackChannel and RemoteSession plugins don't have Epic Games as authors #jira UE-59360 #4.20 Updating uplugin's fields "CreatedBy": "Epic Games, Inc." and "CreatedByURL": "http://epicgames.com", Change 4089006 by Sorin.Gradinaru UE-59314 RemoteSessionApp unreal console blocks 4+ multi-touch input from reaching host #jira UE-59314 #4.20 Disable the console on 4 finger tap, on mobile platforms - DefaultInput.ini: bShowConsoleOnFourFingerTap=false Change 4089007 by Sorin.Gradinaru UE-58048 Second device does not autoconnect to session if the user quits out from the first device #jira UE-58048 #iOS #4.20 If the host's TCP socket was already connected, we get SE_ECONNRESET when trying to re-use it => when the client disconnects, we should also reset the host TCP socket. Change 4089031 by Sorin.Gradinaru UE-57987 White screen on device when connecting to Play in Viewport session #jira UE-57987 #4.20 Engine: needed to refer SLevelViewport::ActiveViewport as TSharedPtr<FSceneViewport> RemoteApp plugin: re-wrote input mapping (including the fix for UE-57686 Interactable pixel border in Virtual Camera UI) - generic code for UEEditor's vieport and standalone/floating windows Change 4089239 by paulo.souza ActionRPG: Moved emitter spawn to OnDeath event Change 4090632 by paulo.souza ActionRPG: Loading screen logo + iOS icons and launchscreens [CL 4091939 by Mitchell Wilson in Main branch]
864 lines
63 KiB
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864 lines
63 KiB
Plaintext
INTSourceChangelist:3810467
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Title:UE4 の C++ プログラミング入門
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Crumbs:
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Description:C++ プログラマー向け入門ガイド
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Availability:Public
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version:4.9
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tags:Getting Started
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tags:Programming
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## アンリアルで C++ を使ってみよう
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本ページは、アンリアル エンジンでの C++ プログラミング入門ガイドになります。自分にできるのだろうかと不安を感じていると思いますが、ご心配なく。アンリアル エンジンでは C++ プログラミングを楽しく行うことができます。アンリアルで行う C++ が「補助付き C++」となるように、アンリアル C++ の機能の多くは誰もが簡単に使うことができるように作られています。
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実際に開始する前に、C++ あるいは他のプログラミング言語に慣れておくことが非常に重要です。このページは C++ の経験者を前提に記述されていますが、C#、Java、JavaScript の経験者ならば似ている点が多いことに気づくでしょう。
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まったくプログラミング経験のユーザー向けの説明も用意してあります。[ブループリント ビジュアル スクリプト ガイド](Engine/Blueprints) を読んでおけば大丈夫です。ブループリント スクリプトでゲーム全体を作成することができるようになります!
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アンリアル エンジンで "昔からあるシンプルな C++ コード" を書くことも可能ですが、この入門ガイドを通してアンリアルのプログラミング モデルの基礎を学習しておけば鬼に金棒です。これについては、順番に説明していきます。
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## C++ とブループリント
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アンリアル エンジンを使ったゲームプレイ要素の作成手法には、C++ と Blueprints Visual Scripting の 2 種類があります。C++ を使用する場合、プログラマーが基本のゲームプレイ システムを追加し、デザイナーがそのシステム上もしくはシステムを使ってレベルやゲーム用のカスタム仕様のゲームプレイを作成していきます。この場合、C++ プログラマーは自分の好きな IDE (通常は Microsoft Visual Studio あるいは Apple の Xcode)、デザイナーはアンリアル エディタのブループリント エディタで作業します。
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ゲームプレイ API およびフレームワーク クラスはそれぞれのシステムで別々に使用することができますが、お互いの長所を活かしながら連動されると素晴らしい性能が発揮できます。具体的に説明します。プログラマーがゲームプレイのビルディング ブロックを C++ で作成し、デザイナーがこれらのブロックを受け取って面白いゲームプレイにする、これがエンジンの醍醐味です。
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では、これを踏まえて、デザイナーのためにビルディング ブロックを作成する C++ プログラマーの典型的なワークフローを見てみましょう。ここでは、デザイナーまたはプログラマーが後からブループリントを使って拡張するクラスを作成していきます。また、デザイナーが設定可能なプロパティを作成し、そこから新しい値を取得してみます。アンリアルで提供されているツールと C++ マクロを使えば、プロセス全体は非常に簡単です。
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### Class Wizard
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まず最初に、アンリアル エンジンのクラス ウィザードを使って、後にブループリントで拡張される C++ の基本クラスを生成します。こちらの画像はアクタを新規作成するウィザードの最初のステップです。
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次に、ウィザードに生成したいクラス名を入力します。ここではデフォルト名を使っています。
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クラスの作成を選択すると、ウィザードがファイルを生成して開発環境が開き、編集可能になります。これが生成されたクラス定義です。クラス ウィザードについては、[C++ クラスウィザード](Programming/Development/ManagingGameCode/CppClassWizard) をご覧ください。
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#include "GameFramework/Actor.h"
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#include "MyActor.generated.h"
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UCLASS()
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class AMyActor : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties (このアクタのプロパティのデフォルト値を設定)
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AMyActor();
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// Called every frame (フレームごとに呼び出される)
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virtual void Tick( float DeltaSeconds ) override;
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protected:
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// Called when the game starts or when spawned (ゲーム開始時またはスポーン時に呼び出される)
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virtual void BeginPlay() override;
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};
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クラス ウィザードは、オーバーロードとして指定された **BeginPlay()** と **BeginPlay()** でクラスを生成します。**BeginPlay()** は、アクタがプレイ可能なステートになったことを知らせるイベントです。クラスのゲームプレイ ロジックはここから始めると理解しやすいと思います。**Tick()** は、最後の呼び出しが渡されてからの経過時間で、1 フレームにつき 1 回呼び出されます。ここで、循環ロジックを行うことが可能です。ただし、この機能が必要なければ、パフォーマンスを少し節約するために取り除くのが良いでしょう。削除する場合は、ティックの実行を示す行をコンストラクタから必ず取り除いてください。以下のコンストラクタには削除できる行が残っています。
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AMyActor::AMyActor()
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{
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// Set this actor to call Tick() every frame. (フレーム毎に Tick() を呼び出すようにこのアクタを設定) (必要がなければパフォーマンス向上のためにオフにすることが可能)
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PrimaryActorTick.bCanEverTick = true;
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}
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### エディタでプロパティを表示させる方法
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クラスを作成したので、次はアンリアル エディタでデザイナーが設定するプロパティを幾つか作成してみましょう。**UPROPERTY()** という特殊なマクロを使えば、とても簡単にプロパティをエディタに公開することができます。以下のように、プロパティ宣言の前に **UPROPERTY(EditAnywhere)** マクロを使用するだけです。
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UCLASS()
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class AMyActor : public AActor
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere)
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int32 TotalDamage;
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...
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};
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これでもう、エディタの値の編集が可能になります。さらに、**UPROPERTY()** マクロへ情報を渡せば、編集方法や編集箇所を調整することができます。例えば、TotalDamage プロパティを関連プロパティのあるセクション中で表示させたい場合は分類機能を使います。以下のプロパティ宣言がそれに当たります。
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UPROPERTY(EditAnywhere, Category="Damage")
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int32 TotalDamage;
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ユーザーがこのプロパティを編集しようとすると、同じカテゴリ名でマークされた他のプロパティと一緒に Damage という見出しの下に表示されるようになります。デザイナーが共通して使用する編集設定は、まとめて一緒にしておくと非常に便利です。
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それでは、いくつかプロパティをブループリントに公開してみましょう。
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Damage")
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int32 TotalDamage;
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お気づきのように、プロパティを読み書く可能にするブループリント固有のパラメータがあります。BlueprintReadOnly という別のオプションは、ブループリントでそのプロパティを const として扱いたい場合に使用します。エンジンへのプロパティの公開方法は、様々なオプションを使って調整することができます。その他のオプションは、こちらの [リンク](Programming/UnrealArchitecture/Reference/Properties/Specifiers) でご覧いただけます。
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次のセクションへ進む前に、このサンプル クラスにプロパティをいくつか追加してみましょう。このアクタが対処するダメージをすべて制御するプロパティは既にありますが、さらに一歩進んでダメージを徐々に起こしてみましょう。以下のコードには、デザイナーが設定できるプロパティが 1 つと、デザイナーは見えていても変更ができないプロパティが 1 つ追加されています。
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UCLASS()
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class AMyActor : public AActor
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Damage")
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int32 TotalDamage;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Damage")
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float DamageTimeInSeconds;
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Transient, Category="Damage")
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float DamagePerSecond;
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...
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};
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DamageTimeInSeconds は、デザイナーが修正可能なプロパティです。DamagePerSecond プロパティは、デザイナーが設定を使って計算した値です (次のセクション参照)。VisibleAnywhere フラグは、そのプロパティを表示可能とマークしますが、アンリアル エディタにおいて編集はできません。Transient フラグは、そのプロパティはディスクから保存やロードがされないことを表します。つまり、派生した、非永続的なプロパティです。この画像は、プロパティがクラス デフォルトの一部であることを表しています。
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### コンストラクタのデフォルトを設定する
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コンストラクタにプロパティのデフォルト値を設定すると、通常の C++ クラスと同様に機能します。以下は、コンストラクタにデフォルト値を設定する例です。2 つとも機能は同じです。
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AMyActor::AMyActor()
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{
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TotalDamage = 200;
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DamageTimeInSeconds = 1.f;
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}
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AMyActor::AMyActor() :
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TotalDamage(200),
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DamageTimeInSeconds(1.f)
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{
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}
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コンストラクタにデフォルト値を追加すると、ビューはこうなります。
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デザイナーが設定するプロパティをインスタンスごとにサポートするために、所定のオブジェクトのインスタンス データからも値をロードします。このデータは、コンストラクタの後に適用されます。**PostInitProperties()** コール チェーンへ結合することで、デザイナーによる設定値に合わせてデフォルト値を作成することができます。**TotalDamage** と **DamageTimeInSeconds** の部分にデザイナーが値を指定する場合のプロセスの例です。これらはデザイナーが指定していますが、上の例で行ったように、実用的なデフォルト値を設定することができます。
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[REGION:note]
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プロパティにデフォルト値を設定しないと、エンジンは自動的にプロパティにゼロまたはポインタ型であれば nullptr を設定します。
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[/REGION]
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void AMyActor::PostInitProperties()
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{
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Super::PostInitProperties();
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DamagePerSecond = TotalDamage / DamageTimeInSeconds;
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}
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ここでも、**PostInitProperties()** コードを追加すると、同じプロパティが表示されます。
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###ホット リロード機能
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他のプロジェクトで C++ によるプログラミングに慣れている方には驚きの素晴らしい機能がアンリアルにはあります。エディタをシャットダウンせずに C++ の変更をコンパイルすることができます ! 方法は 2 通りあります。
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1. エディタを実行したまま、通常どおり Visual Studio または Xcode からビルドします。エディタは新しくコンパイルされた DLL を検出し、すぐに変更をリロードします!
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[REGION:note]
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デバッガーでアタッチされている場合は、Visual Studio でビルドできるようにまずデタッチする必要があります。
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[/REGION]
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2. あるいは、エディタのメイン ツールバーの **[Compile (コンパイル)]** ボタンをクリックするだけです。
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チュートリアルを進めていく中のセクションで、この機能を使用することができます。
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### ブループリントで C++ Class を拡張する
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ここまでで、単純なゲームプレイ クラスを C++ クラス ウィザードで作成し、デザイナーが設定するプロパティを幾つか追加しました。では次に、作成したこの質素なクラスから、デザイナーがどのようにユニークなクラスを作成するのか見てみましょう。
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まず AMyActor クラスからブループリント クラスを作成します。以下の画像では、選択した基本クラス名が AMyActor ではなく MyActor と表示されていることに注目してください。これは、名前が分かりやすくなるように、デザイナーがツールを使って意図的に命名規則を非表示にしています。
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**[Select (選択)]** を選択すると、デフォルト名がついた Blueprint クラスが作成されます。下の **コンテンツ ブラウザ** のスナップショットでお分かりのように、ここでは名前を「CustomActor1」にしました。
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これらは、デザイナーがこれからカスタマイズしていく最初のクラスです。まず最初に、ダメージのプロパティのデフォルト値を変更していきます。ここでは、デザイナーは **TotalDamage** を 300、そのダメージの伝達時間を 2 秒に変更しました。すると、プロパティはこのようになりました。
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期待していた計算結果とは違います。150 になるはずが、デフォルト値の 200 のままです。原因は、プロパティがロード プロセスから初期化された後、1 秒あたりのダメージ値しか計算していないからです。アンリアル エンジンのランタイムの変更は考慮されていないのです。エディタで変更されるとエンジンはターゲット オブジェクトを通知するので、この問題は容易に解決できます。以下のコードは、エディタで変更された抽出値を計算するのに必要な追加接続を示しています。
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void AMyActor::PostInitProperties()
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{
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Super::PostInitProperties();
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CalculateValues();
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}
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void AMyActor::CalculateValues()
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{
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DamagePerSecond = TotalDamage / DamageTimeInSeconds;
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}
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#if WITH_EDITOR
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void AMyActor::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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CalculateValues();
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Super::PostEditChangeProperty(PropertyChangedEvent);
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}
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#endif
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**PostEditChangeProperty()** メソッドがエディタ固有の #ifdef 内にあることがわかります。これは、ゲームに必要なコードのみでゲームをビルドし、実行ファイルのサイズを無駄に大きくしてしまう余分なコードを削除するためです。そのコードをコンパイル対象にしたので、以下のように **DamagePerSecond** 値が期待通りになりました。
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### C++ とブループリント領域で関数を呼び出す
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ここまで、ブループリントへのプロパティの公開方法を説明しました。エンジンの詳細へ進む前に、最後にもう1 つだけ説明しておくことがあります。ゲームプレイ システムの作成中、デザイナーは C++ プログラマーが作成した関数を呼び出す必要があります。プログラマーもまた、C++ コードからブループリントに実装された関数を呼び出す必要があります。ではまず、ブループリントから呼び出し可能な CalculateValues() 関数の作成から始めてみましょう。関数のブループリントへの公開方法は、プロパティの公開と同じく簡単です。関数を宣言する前に、マクロを 1 つだけ配置します。以下のコードのスニペットを見ると、何が必要かがわかります。
|
||
|
||
UFUNCTION(BlueprintCallable, Category="Damage")
|
||
void CalculateValues();
|
||
|
||
**UFUNCTION()** は、C++ 関数をリフレクション システムへ公開する処理をします。BlueprintCallable オプションが、それを Blueprints Virtual Machine へ公開します。関数に公開されたブループリントはすべて、右クリックのコンテキスト メニューが正しく動くように、関連付いたカテゴリを作る必要があります。以下の画像は、コンテキスト メニューへのカテゴリーの影響を示しています。
|
||
|
||

|
||
|
||
ご覧のように、関数は **[Damage]** カテゴリから選択することができます。以下のブループリント コードは、依存データを再計算するための呼び出しによって TotalDamage 値が変化しています。
|
||
|
||

|
||
|
||
これは、依存関係にあるプロパティの計算のためにさきほど追加したものと同じ関数を使います。エンジンの大部分は **UFUNCTION()** マクロ経由でブループリントへ公開されるので、C++ コードを書かずにゲームをビルドすることが可能です。ただし、基本のゲームプレイ システムとパフォーマンスが非常に重要なコードのビルドには、C++ を使用して、ビヘイビアのカスタマイズや、C ++ でビルドしたブロックから合成ビヘイビアを作成する方法がベストです。
|
||
|
||
デザイナーが C++ コードを呼び出せるようになりました。次はさらにパワフルな方法で C++ とブループリント間を行き来してみましょう。この方法では、ブループリントで定義された関数を C++ コードで呼び出すことが可能になります。適合を確認したことを応答できるイベントをデザイナーに通知するために、よく使われる方法です。これには、エフェクトや、アクタの表示や非表示などの視覚的なインパクトのスポーンが含まれることが多いです。以下のコード スニペットは、ブループリントに実装される関数を表しています。
|
||
|
||
UFUNCTION(BlueprintImplementableEvent, Category="Damage")
|
||
void CalledFromCpp();
|
||
|
||
この関数は他の C++ 関数と同様に呼び出されます。アンリアル エンジンは、ブループリント VM への呼び出し方を理解する基本の C++ 関数の実装を生成します。これが一般的に Thunk (サンク) と呼ばれるものです。対象のブループリントにこのメソッド用の関数ボディを持たなければ、関数はボディが動かず何も実行しない C++ 関数のようなビヘイビアになります。ブループリントのメソッド オーバーライド機能はそのままにして、C++ のデフォルトを実装したい場合はどうしたらよいでしょうか。この場合も、UFUNCTION() マクロにオプションがあります。以下のコード スニペットは、これを実現するため必要なヘッダーの変更を示しています。
|
||
|
||
UFUNCTION(BlueprintNativeEvent, Category="Damage")
|
||
void CalledFromCpp();
|
||
|
||
このバージョンでは、ブループリント VM へ呼び出すためにサンク メソッドを生成しています。では、デフォルトの実装はどのように提供するのでしょうか。ツールが `<function name>_Implementation()` のような関数宣言も作成します。このバージョンの関数を提供しなければ、プロジェクトはリンクに失敗します。上記の宣言のための実装コードは以下になります。
|
||
|
||
void AMyActor::CalledFromCpp_Implementation()
|
||
{
|
||
// Do something cool here
|
||
}
|
||
|
||
問題のブループリントがメソッドをオーバーライドしないと、このバージョンの関数が呼び出されるようになります。4.8 以降のビルド ツールでは、自動生成される _Implementation() 宣言が取り除かれ、ヘッダにそれを明確に追加することになります。
|
||
|
||
ここまで、ゲームプレイ プログラマーがゲームプレイ機能をビルドするためにデザイナーと共に作業する一般的なワークフローとメソッドをウォークスルーしました。次は、挑戦する内容を選んで頂きます。このまま C++ 使用方法の詳細に進む、またはランチャーのサンプルを使って実践に挑戦してください。
|
||
|
||
## 詳細
|
||
|
||
ここまでしっかり付いてきていますね。素晴らしいです。ここからは、ゲームプレイ クラス階層の表示について説明します。このセクションでは、まず最初に基本のビルディング ブロックを説明し、その後で相互関連について説明します。カスタム仕様のゲームプレイ機能をビルドする場合、アンリアル エンジンがどのように継承とコンポジションを使い分けているかが分かります。
|
||
|
||
### Gameplay クラス:Objects、Actors、Components
|
||
|
||
ゲームプレイ クラスの大部分は、主要 4 タイプから派生しています。それは、**UObject**、**AActor**、**UActorComponent**、**UStruct** です。これらのブロックを次のセクションで 1 つずつ説明します。これらのクラスから派生させずにタイプを作成することももちろん可能ですが、エンジンの機能には含まれていません。**UObject** 階層の外側に作成されたクラスは、通常サードパーティ ライブラリの統合、OS の固有機能のラップ処理に使用されます。
|
||
|
||
#### Unreal Objects (UObject)
|
||
|
||
アンリアル エンジンの基本ビルド ブロックは UObject と呼ばれます。このクラスは、**UClass** と共にエンジン内で最も重要な数々の基本サービスを提供します。
|
||
|
||
* プロパティとメソッドのリフレクション
|
||
* プロパティのシリアライズ
|
||
* ガーベジ コレクション
|
||
* UObjects の名前検索
|
||
* 設定可能なプロパティ値
|
||
* プロパティとメソッドのネットワーク構築のサポート
|
||
|
||
UObject から派生する各クラスには、クラス インスタンスに関するすべてのメタデータを含むシングルトン UClass が作成されます。UObject と UClass は両方とも、ゲームプレイ オブジェクトがライフタイムの間に行うすべての処理ルートになります。UObject のインスタンスの見え方、シリアライズ、ネットワーク構築に利用できるプロパティを説明するのが UClass だと考えると、2 つの違いが分かりやすいと思います。ほとんどのゲームプレイ開発は、直接 UObjects から派生するのではなく AActor と UActorComponent からの派生です。UClass/UObject の機能の詳細を知らなくてもゲームプレイ コードは記述できますが、このようなシステムの存在を覚えておくと役に立つでしょう。
|
||
|
||
#### AActor
|
||
|
||
AActor は、ゲームプレイ体験の一部を成すオブジェクトです。AActor は、デザイナーがレベル内に配置する、またはランタイム時にゲームプレイ システムによって作成されます。レベル内へ配置可能なオブジェクトは、すべてこの AActor からの拡張です。例えば、**AStaticMeshActor**、**ACameraActor**、**APointLight** などです。AActor は UObject からの派生なので、前のセクションの標準機能一覧にあるすべての機能を使用できます。AActor は、所有レベルがメモリからアンロードされると、ゲームプレイ コード (C++ またはブループリント) もしくは標準のガーベジ コレクション メカニズムで明示的に破壊することができます。AActor は、ゲーム オブジェクトの概要レベルのビヘイビアの基本です。AActor はまた、ネットワーク構築中にレプリケート可能な基本タイプでもあります。ネットワーク レプリケーション中は、AActor はネットワーク サポートを必要とする AActor に所有される UActorComponents に対して情報配布も可能です。
|
||
|
||
AActor はそれぞれ独自のビヘイビア (継承による指定) がありますが、UActorComponents の階層のコンテナ (コンポジションによる指定) としても機能します。AActor の RootComponent メンバによって実行されるので、1 つの UActorComponent が他の多くのものを含むことができるようになります。AActor をレベル内に配置するためには、少なくとも平行移動、回転、スケールを含む **USceneComponent** がその AActor に含まれていなければなりません。
|
||
|
||
AActors では AActor のライフサイクル中に一連のイベントが呼び出されます。ライフサイクルを説明するイベントを簡単にまとめると、このようになります。
|
||
|
||
* `BeginPlay` - オブジェクトが初めてゲームプレイに存在すると呼び出されます。
|
||
* `Tick` - 徐々に作業を行うために 1 フレームにつき 1 回呼び出されます。
|
||
* `EndPlay` - オブジェクトがゲームプレイ空間を去る時に呼び出されます。
|
||
|
||
AActor の詳細については、 [](Programming/UnrealArchitecture/Actors) を参照してください。
|
||
|
||
##### ランタイム ライフサイクル
|
||
|
||
前の章では、AActor の ライフサイクルのサブセットについて説明しました。レベルに配置されたアクタのライフサイクルは、ロード、存在、レベルへのアンロード、破壊というように、簡単にイメージすることができると思います。ランタイムでの作成および破壊はどのようなプロセスなのでしょうか。アンリアル エンジンは、ランタイム時に AActor をスポーンして作成するための呼び出しをします。アクタのスポーンは、ゲーム内で通常のオブジェクトを作成するよりも若干複雑です。ニーズのすべてを満たすため、様々なランタイム システムを使って AActor を登録しておく必要があるからです。アクタの最初の位置と回転を設定する必要があります。物理はそれを知っておく必要があります。マネージャーはアクタにティックを指示するので、それを知っておく必要があります。その他いろいろです。そのため、アクタのスポーン専用メソッドの **UWorld::SpawnActor()** があります。アクタが正常にスポーンされると、次のフレームの **Tick()** の前に **BeginPlay()** 手法が呼び出されます。
|
||
|
||
アクタがライフタイムを終えると、**Destroy()** を呼び出すことによってアクタを消去できます。このプロセスの間、破壊に対してロジックをカスタム仕様にできる **EndPlay()** が呼び出されます。Lifespan メンバを使用しても、アクタの生存期間を制御することができます。オブジェクトのコンストラクタ内、またはランタイムに別のコードを使って期間を設定することができます。設定期間が終わると、**Destroy()** がアクタ上に自動的に呼び出されます。
|
||
|
||
アクタのスポーンについては、[](Programming/UnrealArchitecture/Actors/Spawning) ページをご覧ください。
|
||
|
||
#### UActorComponent
|
||
|
||
UActorComponent はそれぞれ独自のビヘイビアを持ち、ビジュアル メッシュ、パーティクルエフェクト、カメラ視点、物理インタラクションの提供など、各種 AActor タイプで共有する機能の基本となっています。AActor は全体的な目標達成にむけた一般的な役割をする一方、UActorComponent は全体目標をサポートする個々のタスクを実行する場合が多いです。コンポーネントは別のコンポーネントにアタッチしたり、アクタのルート コンポーネントになることも可能です。その際、1 つの親コンポーネントまたはアクタにしかアタッチすることができませんが、その下にはは多くの子コンポーネントをアタッチすることができます。コンポーネントのツリーを想像してみてください。子コンポーネントには、親コンポーネントまたはアクタに対応して、位置、回転、スケールがつきます。
|
||
|
||
アクタまたはコンポーネントには様々な使い方があります。アクタとコンポーネントの関係の考え方ですが、アクタは「これはなんですか?」という質問に対する答え、コンポーネントは「これは何でできていますか?」という質問に対する答えと考えてください。
|
||
|
||
* RootComponent - AActor のツリー内の上位レベルを維持する AActor のメンバです。
|
||
* Ticking - 所有する AActor の Tick() の一部としてコンポーネントはティックされます。
|
||
|
||
##### 一人称キャラクターの分析
|
||
|
||
ここまでは、例はほとんど使わずに説明してきました。AActor と UActorComponent の関係性を図で説明するために、First Person Template で新規プロジェクトを生成した時に作ったブループリントを詳しく見てみましょう。以下の画像は **FirstPersonCharacter** アクタの **コンポーネント** ツリーです。**RootComponent** は **CapsuleComponent** です。**CapsuleComponent** に **ArrowComponent**、**Mesh** コンポーネント、**FirstPersonCameraComponent** がアタッチされています。一番左にあるコンポーネントは **FirstPersonCameraComponent** を親としてもつ Mesh1P コンポーネントです。つまり、一人称メッシュは一人称カメラと相対しています。
|
||
|
||

|
||
|
||
この **コンポーネント** ツリーを視覚的にすると以下の画像になります。**Mesh** コンポーネント以外のすべてのコンポーネントが 3D 空間にあります。
|
||
|
||

|
||
|
||
コンポーネントのこのツリーは 1 つのアクタ クラスにアタッチされています。この例で分かるように、継承とコンポジションの両方を使用することで、複雑なゲームプレイ オブジェクトのビルドが可能になります。既存の AActor または UActorComponent をカスタマイズする場合は継承を使います。数多くの異なる AActor タイプで機能を共有する場合はコンポジションを使います。
|
||
|
||
#### UStruct
|
||
|
||
UStruct を使用するためには、特定のクラスから拡張する必要はなく、構造体に USTRUCT() とマークすれば、ビルド ツールが基本操作を行います。UObject と異なり、 UStructs はガーベジ コレクションではありません。それらのダイナミック インスタンスを作成した場合、ライフスタイルの管理は自分で行います。UStructs は、アンリアル エディタ内での編集、ブループリントの操作、シリアライズ、ネットワーク構築に対して UObject リフレクション対応の昔からあるシンプルなデータ タイプという意味です。
|
||
|
||
ゲームプレイ クラス構築で使用する基本的な階層をお話しました。このまま読み進めるか、サンプルを使用してみるか、再度選択してください。ゲームプレイ クラスについては [こちら](Programming/UnrealArchitecture/Reference/Classes) のページで、詳細が書かれたランチャーでサンプルを使用することができます。あるいは、次の章ではゲームをビルドするための C++ 機能についてさらに詳しく説明していきます。
|
||
|
||
## 詳細情報
|
||
|
||
ここからはさらに深く掘り下げていきます。エンジンの機能についてかなり詳しく知ることができます。
|
||
|
||
### Unreal Reflection System
|
||
|
||
[アンリアル プロパティ システム (Reflection) のブログ記事](https://www.unrealengine.com/blog/unreal-property-system-reflection)
|
||
|
||
Gameplay クラスは特別なマークアップを使っているので、まずここで、アンリアル プロパティ システムの基本について少し説明します。UE4 は、ガーベジ コレクション、シリアライズ、ネットワーク レプリケーション、ブループリント/C++ などの動的な機能を有効にするリフレクションの独自の実装を使用しています。これらの機能はオプトインです。つまり、正しいマークアップを自分のタイプに追加しなければなりません。そうしない場合、アンリアルはそれらを無視し、それらに対してリフレクション データを生成します。基本的なマークアップの概要はこのような感じになります。
|
||
|
||
* **UCLASS() **- アンリアルにクラスのリフレクション データを生成するように命令します。クラスは UObject から派生しなければなりません。
|
||
* **USTRUCT() **- アンリアルに構造体のリフレクション データを生成するように命令します。
|
||
* **GENERATED_BODY()** - UE4 は、タイプ用に生成されたすべての必要なボイラープレート コードにこれを置き換えます。
|
||
* **UPROPERTY() **- UCLASS あるいは USTRUCT のメンバ変数を有効にして UPROPERTY として使用します。UPROPERTY はいろいろな用途があります。変数のレプリケート、シリアライズ、ブループリントからのアクセスを可能にします。UObject に対するリファレンス数の追跡をするガーベジ コレクターによっても使用されます。
|
||
* **UFUNCTION() **- UCLASS あるいは USTRUCT のクラス メソッドを有効にして UFUNCTION として使用します。UFUNCTION は、クラス メソッドをブループリントから呼び出して、他の物の中で RPC として使用できるようにします。
|
||
|
||
こちらは UCLASS の宣言の例です。
|
||
|
||
#include "MyObject.generated.h"
|
||
|
||
UCLASS(Blueprintable)
|
||
class UMyObject : public UObject
|
||
{
|
||
GENERATED_BODY()
|
||
|
||
public:
|
||
MyUObject();
|
||
|
||
UPROPERTY(BlueprintReadOnly, EditAnywhere)
|
||
float ExampleProperty;
|
||
|
||
UFUNCTION(BlueprintCallable)
|
||
void ExampleFunction();
|
||
};
|
||
|
||
まず最初に "MyClass.generated.h" をインクルードしていることが分かります。アンリアルは、リフレクション データをすべて生成し、それをこのファイルに入れます。タイプを宣言するヘッダファイルの中で、このファイルを一番最後にインクルードします。
|
||
|
||
例の中の UCLASS、UPROPERTY、UFUNCTION マークアップは、追加の指定子をインクルードします。必要ではありませんが、ここではデモ目的のために共通の指定子を追加しています。これらの指定子により、所定のビヘイビアやプロパティを指定することができます。
|
||
|
||
* **Blueprintable** - ブループリントから拡張可能なクラスです。
|
||
* **BlueprintReadOnly **- ブループリントからの読み取りは可能ですが、書き込みはできないプロパティです。
|
||
* **Category** - エディタの [Details (詳細)] ビューでこのプロパティを表示する場所を定義します。整理に役立つプロパティです。
|
||
* **BlueprintCallable **- ブループリントから呼び出し可能な関数です。
|
||
|
||
指定子の数は非常に多いので、ここにまとめることはできません。以下のリンクをご覧ください。
|
||
|
||
[UCLASS 指定子一覧](Programming/UnrealArchitecture/Reference/Classes/Specifiers)
|
||
|
||
[UPROPERTY 指定子リスト](Programming/UnrealArchitecture/Reference/Properties/Specifiers)
|
||
|
||
[UFUNCTION 指定子リスト](Programming/UnrealArchitecture/Reference/Functions/Specifiers)
|
||
|
||
[USTRUCT 指定子リスト](Programming/UnrealArchitecture/Reference/Structs/Specifiers)
|
||
|
||
### Object/Actor Iterators
|
||
|
||
特定の UObject タイプのすべてのインスタンスおよびそのサブクラスをイタレートする非常に便利なツールです。
|
||
|
||
// Will find ALL current UObject instances (すべての Uobject インスタンスを見つけます)
|
||
for (TObjectIterator<UObject> It; It; ++It)
|
||
{
|
||
UObject* CurrentObject = *It;
|
||
UE_LOG(LogTemp, Log, TEXT("Found UObject named: %s"), *CurrentObject->GetName());
|
||
}
|
||
|
||
イテレータでタイプをさらに細かく指定すると、検索範囲を絞ることができます。UObject から派生した UMyClass というクラスがあると仮定します。そのクラスのすべてのインスタンス (およびそこから派生したインスタンス) をこのように見つけることができます。
|
||
|
||
for (TObjectIterator<UMyClass> It; It; ++It)
|
||
{
|
||
// ...
|
||
}
|
||
[REGION:warning]
|
||
オブジェクト イテレータをエディタでプレイすると、期待どおりの結果が得られない場合があります。エディタがロードされているので、オブジェクト イテレータはエディタで使用されている UObject だけでなく、ゲーム ワールド インスタンスに対して作成されたすべての **UObject** を返します。
|
||
[/REGION]
|
||
アクタ イテレータの機能はオブジェクト イテレータとほぼ同じですが、AActor から派生したオブジェクトに対してのみ機能します。アクタ イテレータは上記のような問題はなく、現在のゲーム ワールド インスタンスで使用中のオブジェクトのみを返します。
|
||
|
||
アクタ イテレータを作成する時は、**UWorld** インスタンスにポインタを与える必要があります。**APlayerController** などの多くの UObject クラスが提供する **GetWorld** メソッドを利用すると便利です。よく分からない場合は、UObject 上の **ImplementsGetWorld** メソッドで GetWorld メソッドを実行するか確認することができます。
|
||
|
||
APlayerController* MyPC = GetMyPlayerControllerFromSomewhere();
|
||
UWorld* World = MyPC->GetWorld();
|
||
|
||
// Like object iterators, you can provide a specific class to get only objects that are
|
||
// or derive from that class (他のイテレータと同様に、そのクラスまたは派生であるオブジェクトを取得するための特定のクラスを提供することができます。)
|
||
for (TActorIterator<AEnemy> It(World); It; ++It)
|
||
{
|
||
// ...
|
||
}
|
||
|
||
[REGION:note]
|
||
AActor は UObject から派生しているので、**TObjectIterator** を使って AActor のインスタンスも検索できます。エディタでプレイする場合だけ気を付けてください!
|
||
[/REGION]
|
||
|
||
## メモリ管理とガーベジ コレクション
|
||
|
||
このセクションでは、UE4 のメモリ管理とガーベジ コレクション システムについて説明します。
|
||
|
||
[Wiki: Garbage Collection & Dynamic Memory Allocation](https://wiki.unrealengine.com/Garbage_Collection_%26_Dynamic_Memory_Allocation)
|
||
|
||
### UObjects とガーベジ コレクション
|
||
|
||
UE4 はガーベジ コレクション システムを実装するためにリフレクション システムを使います。ガーベジ コレクションを使うと、UObjects の削除を手動で管理する必要はなく、それらに対するリファレンスの有効性の管理だけで済みます。ガーベジ コレクションを有効にするには、クラスが UObject の派生である必要があります。これから使うクラスの簡単な例がこちらです。
|
||
|
||
UCLASS()
|
||
class MyGCType : public UObject
|
||
{
|
||
GENERATED_BODY()
|
||
};
|
||
|
||
ガーベジ コレクタでは、このコンセプトはルートセットと呼ばれます。このルートセットは基本的には、ガーベジ コレクションの対象にならないとコレクタが知っているオブジェクトのリストです。ルートセット内のオブジェクトから対象のオブジェクトへのリファレンスのパスがある限り、オブジェクトはガーベジ コレクションの対象にはなりません。ルートセットへそのようなパスがオブジェクトに対して存在しないのであれば、unreachable (到達不可能) と呼ばれ、ガーベジ コレクタが次回実行された時に収集 (削除) されます。エンジンは一定間隔でガーベジ コレクタを実行します。
|
||
|
||
では、何を「リファレンス」と見なせば良いのでしょう。UPROPERTY に格納されているすべての UObject ポインタです。簡単な例から紹介します。
|
||
|
||
void CreateDoomedObject()
|
||
{
|
||
MyGCType* DoomedObject = NewObject<MyGCType>();
|
||
}
|
||
|
||
上記の関数を呼び出すと新しい UObject が作成されますが、どの UPROPERTY にもそれに対するポインタは格納しないので、ルートセットの一部にはなりません。やがて、ガーベジ コレクタはこのオブジェクトを到達不能と検出し破棄します。
|
||
|
||
### アクタとガーベジ コレクション
|
||
|
||
アクタは通常はガーベジ コレクションの対象ではありません。スポーンしたら、それらに対して自分で **Destroy()** を呼び出さなければなりません。すぐに削除は行われず、次のガーベジ コレクション フェーズで取り除かれます。
|
||
|
||
UObject プロパティをもつアクタの場合は、こちらの方が一般的です。
|
||
|
||
UCLASS()
|
||
class AMyActor : public AActor
|
||
{
|
||
GENERATED_BODY()
|
||
|
||
public:
|
||
UPROPERTY()
|
||
MyGCType* SafeObject;
|
||
|
||
MyGCType* DoomedObject;
|
||
|
||
AMyActor(const FObjectInitializer& ObjectInitializer)
|
||
:Super(ObjectInitializer)
|
||
{
|
||
SafeObject = NewObject<MyGCType>();
|
||
DoomedObject = NewObject<MyGCType>();
|
||
}
|
||
};
|
||
|
||
void SpawnMyActor(UWorld* World, FVector Location, FRotator Rotation)
|
||
{
|
||
World->SpawnActor<AMyActor>(Location, Rotation);
|
||
}
|
||
|
||
上記の関数を呼び出すと、ワールドにアクタがスポーンされます。アクタのコンストラクタは 2 つのオブジェクトを作成します。1 つは UPROPERTY にアサインされ、もう片方は元のポインタにアサインされます。アクタは自動的にルートセットの一部になるので、ルートセット オブジェクトから到達可能なため SafeObject はガーベジ コレクション対象にはなりません。ただし、DoomedObject にはあまり都合がよくありません。DoomedObject には UPROPERTY をマークしなかったので、コレクタはそれが参照されていることを知らずに、結果的に破棄します。
|
||
|
||
UObject がガーベジ コレクション処理されると、それに対するすべての UPROPERTY リファレンスが nullptr に設定されます。オブジェクトがガーベジ コレクション処理されたかどうか安全に確認できるようになります。
|
||
|
||
if (MyActor->SafeObject != nullptr)
|
||
{
|
||
// Use SafeObject
|
||
}
|
||
|
||
繰り返しになりますが、Destroy() が呼び出されているアクタはガーベジ コレクタが次回実行されるまで削除されないので、これは重要です。**IsPendingKill()** メソッドを確認すれば、UObject が削除待ちの状態か分かります。メソッドが true を返せば、オブジェクトは削除され使用しないものと見なされます。
|
||
|
||
### UStructs
|
||
|
||
前述したように、UStructs は UObject を軽くしたものです。従って、UStructs はガーベジ コレクション対象にすることはできません。UStructs のダイナミック インスタンスを使用しなければいけない場合、後ほど説明するスマート ポインタを代わりに使用することができます。
|
||
|
||
### Non-UObject References
|
||
|
||
通常、non-UObjects はリファレンスをオブジェクトに追加してガーベジ コレクションを防ぐこともできます。そのためには、オブジェクトは **FGCObject** から派生して、**AddReferencedObjects** クラスをオーバーライドしなければなりません。
|
||
|
||
class FMyNormalClass : public FGCObject
|
||
{
|
||
public:
|
||
UObject* SafeObject;
|
||
|
||
FMyNormalClass(UObject* Object)
|
||
:SafeObject(Object)
|
||
{
|
||
}
|
||
|
||
void AddReferencedObjects(FReferenceCollector& Collector) override
|
||
{
|
||
Collector.AddReferencedObject(SafeObject);
|
||
}
|
||
};
|
||
|
||
ガーベジ コレクション対象から外したい必要な UObject にハード参照を手動で追加する場合に **FReferenceCollector** を使います。オブジェクトが削除され、デストラクタが実行されると、オブジェクトは自動的に追加されたすべてのリファレンスをクリアします。
|
||
|
||
### クラス名のプレフィックス
|
||
|
||
アンリアル エンジンは、ビルド プロセス中にコードを生成するツールを提供します。これらのツールにはクラス名を付けることになっており、名前が一致しないと警告あるいはエラーをトリガーします。以下はクラス プレフィックスのリストです。ツールが期待する内容を説明しています。
|
||
|
||
* プレフィックスが **A** の **Actor** から派生したクラスはプレフィックスが **A** になります。例: AControlle
|
||
* **U** の **Object** から派生したクラスはプレフィックスが **U** になります。例: UComponent
|
||
* **列挙型変数** はプレフィックスが **E** になります。例:EFortificationType
|
||
* **Interface** クラスは通常プレフィックスが **I** になります。例:IAbilitySystemInterface
|
||
* **Template** クラスはプレフィックスが **T** になります。例えば、TArray
|
||
* **SWidget** (Slate UI) から派生したクラスはプレフィックスが **S** になります。例:SButton
|
||
* その他の場合はプレフィックスがすべて [F](https://forums.unrealengine.com/showthread.php?60061-Unreal-trivia-What-does-the-F-prefix-on-classes-and-structs-stand-for) になります。例:FVector
|
||
|
||
### 数値タイプ
|
||
|
||
それぞれのプラットフォームは、例えば **short**、**int**、**long** などの基本タイプに対するサイズが異なるため、UE4 では以下のタイプを選択して使用できます。
|
||
|
||
* **int8**/**uint8 **:8 ビットの符号付き / 符号なし整数
|
||
* **int16**/**uint16 **:16 ビットの符号付き / 符号なし整数
|
||
* **int32**/**uint32 **:32 ビットの符号付き / 符号なし整数
|
||
* **int64**/**uint64 **:64 ビットの符号付き / 符号なし整数
|
||
|
||
浮動小数点数値も、標準の **float (単精度実数型)**(32 ビット) と **double (倍精度実数型)** (64 ビット) タイプでサポートされています。
|
||
|
||
アンリアル エンジンには `TNumericLimits<t>` というテンプレートがあり、タイプが保持できる最大値と最小値の範囲を検出します。詳細は以下の [リンク](https://docs.unrealengine.com/latest/INT/API/Runtime/Core/Math/TNumericLimits/index.html) をご覧ください。
|
||
|
||
### 文字列
|
||
|
||
UE4 では、必要に応じて文字列で作業するためのクラスを提供しています。
|
||
|
||
[Full Topic: String Handling](Programming/UnrealArchitecture/StringHandling)
|
||
|
||
#### FString
|
||
|
||
**FString ** は可変のストリングで、std::string と似ています。FString には、文字列で作業しやすくするメソッドが含まれています。FString を作成するには、**TEXT()** マクロを使います。
|
||
|
||
FString MyStr = TEXT("Hello, Unreal 4!").
|
||
|
||
[Full Topic: FString API](https://docs.unrealengine.com/latest/INT/API/Runtime/Core/Containers/FString/index.html)
|
||
|
||
#### FText
|
||
|
||
**FText** は FString と似ていますが、ローカライズ化されたテキストに使われます。**NSLOCTEXT** マクロを使って FText を作成します。このマクロは、名前空間およびデフォルト言語の値を受け取ります。
|
||
|
||
FText MyText = NSLOCTEXT("Game UI", “Health Warning Message”, “Low Health!”)
|
||
|
||
**LOCTEXT** マクロでも作成することができます。その場合は、ファイルごとに 1 回ずつ名前空間を定義することになります。ファイルの下部で名前空間を定義しないようにしてください。
|
||
|
||
// In GameUI.cpp
|
||
#define LOCTEXT_NAMESPACE "Game UI"
|
||
|
||
//...
|
||
FText MyText = LOCTEXT("Health Warning Message", "Low Health!")
|
||
//...
|
||
|
||
#undef LOCTEXT_NAMESPACE
|
||
// End of file
|
||
|
||
[Full Topic: FText API](https://docs.unrealengine.com/latest/INT/API/Runtime/Core/Internationalization/FText/index.html)
|
||
|
||
#### FName
|
||
|
||
**FName** は、比較時にメモリと CPU 時間を保存するために、頻繁に繰り返す文字列を識別子として保存します。参照元となるオブジェクトすべての文字列全体を何度も保存する代わりに、FName は所定の文字列をマップし、ストレージ使用量が少ない **Index** を使います。Index は文字列の内容を 1 度保存し、その文字列が多数のオブジェクト間で使用される時にメモリを保存します。2 つの文字列は、文字列が等しいか一文字ずつ確認しなくても、**NameA.Index** が **NameB.Index** と等しいかを確認すれば、すぐに比較することができます。
|
||
|
||
[Full Topic: FName API](https://docs.unrealengine.com/latest/INT/API/Runtime/Core/UObject/FName/index.html)
|
||
|
||
#### TCHAR
|
||
|
||
**TCHAR** は、使用されている文字群と関係のない文字を保存する方法として使用します。内部では、UE4 の文字列は **UTF-16** エンコードでデータを格納するために TCHAR 配列を使用します。TCHAR を返すオーバーロードされた間接参照演算子を使って、Raw データにアクセスすることができます。
|
||
|
||
[Full Topic: Character Encoding](Programming/UnrealArchitecture/StringHandling/CharacterEncoding)
|
||
|
||
**‘%s’** 文字列形式の識別子が FString ではなく TCHAR を定義している場合、**FString::Printf** などの関数が必要になります。
|
||
|
||
FString Str1 = TEXT("World");
|
||
int32 Val1 = 123;
|
||
FString Str2 = FString::Printf(TEXT("Hello, %s! You have %i points."), *Str1, Val1);
|
||
|
||
**FChar** タイプは、個々の TCHAR と機能するためのスタティック ユーティリティ関数を提供します。
|
||
|
||
TCHAR Upper('A');
|
||
TCHAR Lower = FChar::ToLower(Upper); // 'a'
|
||
|
||
[REGION:note]
|
||
FChar タイプは `TChar<TCHAR>` として定義されます (API でリストされているように)。
|
||
[/REGION]
|
||
|
||
[Full Topic: TChar API](https://docs.unrealengine.com/latest/INT/API/Runtime/Core/Misc/TChar/index.html)
|
||
|
||
### コンテナ
|
||
|
||
コンテナは、データのコレクションの格納を主要機能とするクラスです。これらのクラスの中で、**TArray**、** TMap**、TSet が一番よく使われます。これらはそれぞれ動的にサイズ化されているので、好きなサイズに調整することができます。
|
||
|
||
[Full Topic: Containers API](https://docs.unrealengine.com/latest/INT/API/Runtime/Core/Containers/index.html)
|
||
|
||
#### TArray
|
||
|
||
上記 3 つのコンテナのうち、アンリアル エンジンで主に使用するコンテナは TArray です。このコンテナは **std::vector ** とほぼ同じ事を行いますが、さらに多くの機能性を備えています。以下は一般的な操作の一部です。
|
||
|
||
TArray<AActor*> ActorArray = GetActorArrayFromSomewhere();
|
||
|
||
// Tells how many elements (AActors) are currently stored in ActorArray. (現在 ActorArray に格納されているエレメント (AActors) の数と伝えます。)
|
||
int32 ArraySize = ActorArray.Num();
|
||
|
||
// TArrays are 0-based (the first element will be at index 0) (TArrays はゼロベース (最初のエレメントのインデックスはゼロです)
|
||
int32 Index = 0;
|
||
// Attempts to retrieve an element at the given index (所定のインデックスのエレメントを抽出します)
|
||
TArray* FirstActor = ActorArray[Index];
|
||
|
||
// Adds a new element to the end of the array (配列の最後に新しいエレメントを追加します)
|
||
AActor* NewActor = GetNewActor();
|
||
ActorArray.Add(NewActor);
|
||
|
||
// Adds an element to the end of the array only if it is not already in the array (配列にまだ存在しない場合のみ、配列の最後にエレメントを追加します)
|
||
ActorArray.AddUnique(NewActor); // Won't change the array because NewActor was already added (NewActor が追加されているので配列は変更しません)
|
||
|
||
// Removes all instances of 'NewActor' from the array (配列から 'NewActor' のすべてのインスタンスを取り除きます)
|
||
ActorArray.Remove(NewActor);
|
||
|
||
// Removes the element at the specified index (指定したインデックスのエレメントを取り除きます)
|
||
// Elements above the index will be shifted down by one to fill the empty space (インデックスの上にエレメントがある場合は空のスペースを入れるために 1 つ下に移動されます)
|
||
ActorArray.RemoveAt(Index);
|
||
|
||
// More efficient version of 'RemoveAt', but does not maintain order of the elements ('RemoveAt' の効率アップ版ですが、エレメントの順序は維持されません)
|
||
ActorArray.RemoveAtSwap(Index);
|
||
|
||
// Removes all elements in the array (配列内のすべてのエレメントを取り除きます)
|
||
ActorArray.Empty();
|
||
|
||
TArrays には、エレメントがガーベジコレクション処理されるという利点が追加されています。これは、TArray が UPROPERTY としてマークされ、UObject から派生したポインタを格納すると仮定します。
|
||
|
||
UCLASS()
|
||
class UMyClass :UObject
|
||
{
|
||
GENERATED_BODY();
|
||
|
||
// ...
|
||
|
||
UPROPERTY()
|
||
TArray<AActor*> GarbageCollectedArray;
|
||
};
|
||
|
||
ガーベジ コレクションの詳細については、後ほど説明します。
|
||
|
||
[Full Topic: TArrays](Programming/UnrealArchitecture/TArrays)
|
||
|
||
[Full Topic: TArray API](https://docs.unrealengine.com/latest/INT/API/Runtime/Core/Containers/TArray/index.html)
|
||
|
||
#### TMap
|
||
|
||
**TMap** は **std::map** のような、キー / 値のペアのコレクションです。TMap には、キーで簡単にエレメントを検索、追加、削除するメソッドが含まれています。後ほど説明する **GetTypeHash** 関数が定義されている限り、すべてのタイプをキーに使用することができます。
|
||
|
||
グリッド状のゲームの作成中に、各マス目に格納する構成要素をクエリする必要が出てきたとします。TMap で簡単にそれが行えるようになります。マス目のサイズが小さく常に同じであればこの操作は一層簡単になりますが、ここではそうではない例を使ってみます。
|
||
|
||
enum class EPieceType
|
||
{
|
||
King,
|
||
Queen,
|
||
Rook,
|
||
Bishop,
|
||
Knight,
|
||
Pawn
|
||
};
|
||
|
||
struct FPiece
|
||
{
|
||
int32 PlayerId;
|
||
EPieceType Type;
|
||
FIntPoint Position;
|
||
|
||
FPiece(int32 InPlayerId, EPieceType InType, FIntVector InPosition) :
|
||
PlayerId(InPlayerId),
|
||
Type(InType),
|
||
Position(InPosition)
|
||
{
|
||
}
|
||
};
|
||
|
||
class FBoard
|
||
{
|
||
private:
|
||
|
||
// Using a TMap, we can refer to each piece by its position (TMap を使うと、それぞれの構成要素を位置で参照することができます)
|
||
TMap<FIntPoint, FPiece> Data;
|
||
|
||
public:
|
||
bool HasPieceAtPosition(FIntPoint Position)
|
||
{
|
||
return Data.Contains(Position);
|
||
}
|
||
FPiece GetPieceAtPosition(FIntPoint Position)
|
||
{
|
||
return Data[Position];
|
||
}
|
||
|
||
void AddNewPiece(int32 PlayerId, EPieceType Type, FIntPoint Position)
|
||
{
|
||
FPiece NewPiece(PlayerId, Type, Position);
|
||
Data.Add(Position, NewPiece);
|
||
}
|
||
|
||
void MovePiece(FIntPoint OldPosition, FIntPoint NewPosition)
|
||
{
|
||
FPiece Piece = Data[OldPosition];
|
||
Piece.Position = NewPosition;
|
||
Data.Remove(OldPosition);
|
||
Data.Add(NewPosition, Piece);
|
||
}
|
||
|
||
void RemovePieceAtPosition(FIntPoint Position)
|
||
{
|
||
Data.Remove(Position);
|
||
}
|
||
|
||
void ClearBoard()
|
||
{
|
||
Data.Empty();
|
||
}
|
||
};
|
||
|
||
[Full Topic: TMaps](Programming/UnrealArchitecture/TMap)
|
||
|
||
[Full Topic: TMap API](https://docs.unrealengine.com/latest/INT/API/Runtime/Core/Containers/TMapBase/index.html)
|
||
|
||
#### TSet
|
||
|
||
**TSet** は、**std::set** のように、ユニークな値のコレクションを格納します。**AddUnique** メソッドと **Contains** メソッドで、TArrays をセットで使用することができます。ただし、TArrays のようにこれらを UPROPERTY として使用できない点を我慢すれば、TSet の方がこれらの操作の実行が速いです。TSets も TArrays のようなエレメントのインデックス化を行いません。
|
||
|
||
TSet<AActor*> ActorSet = GetActorSetFromSomewhere();
|
||
|
||
int32 Size = ActorSet.Num();
|
||
|
||
// Adds an element to the set, if the set does not already contain it (そのセットにまだ含まれていない場合、エレメントを追加します)
|
||
AActor* NewActor = GetNewActor();
|
||
ActorSet.Add(NewActor);
|
||
|
||
// Check if an element is already contained by the set (セット内にエレメントがあるかチェックします)
|
||
if (ActorSet.Contains(NewActor))
|
||
{
|
||
// ...
|
||
}
|
||
|
||
// Remove an element from the set (セットからエレメントを取り除きます)
|
||
ActorSet.Remove(NewActor);
|
||
|
||
// Removes all elements from the set (セットからすべてのエレメントを取り除きます)
|
||
ActorSet.Empty();
|
||
|
||
// Creates a TArray that contains the elements of your TSet (Tset のエレメントを含む TArray を作成します)
|
||
TArray<AActor*> ActorArrayFromSet = ActorSet.Array();
|
||
|
||
[Full Topic: TSet API](https://docs.unrealengine.com/latest/INT/API/Runtime/Core/Containers/TSet/index.html)
|
||
|
||
今のところ、UPROPERTY としてマークすることができるコンテナ クラスは TArray のみであることに留意してください。つまり、他のコンテナ クラスは、レプリケート、保存、あるいはエレメントをガーベジ コレクション対象にすることができません。
|
||
|
||
#### Container Iterators
|
||
|
||
イテレータを使うと、コンテナの各エレメントのループが可能になります。TSet. を使ったイテレータ記法はこのような感じになります。
|
||
|
||
void RemoveDeadEnemies(TSet<AEnemy*>& EnemySet)
|
||
{
|
||
// Start at the beginning of the set, and iterate to the end of the set (セットの最初から開始し、そのセットの最後へイテレートします)
|
||
for (auto EnemyIterator = EnemySet.CreateIterator(); EnemyIterator; ++EnemyIterator)
|
||
{
|
||
// The * operator gets the current element (* 演算子は現在のエレメントを取得します)
|
||
AEnemy* Enemy = *EnemyIterator;
|
||
if (Enemy.Health == 0)
|
||
{
|
||
// 'RemoveCurrent' is supported by TSets and TMaps ('RemoveCurrent' は TSets と TMaps のサポート対象です)
|
||
EnemyIterator.RemoveCurrent();
|
||
}
|
||
}
|
||
}
|
||
|
||
その他にも、イテレータを使った以下の操作がサポートされています。
|
||
|
||
// Moves the iterator back one element (イテレータを一つ後ろのエレメントへ移動します)
|
||
--EnemyIterator;
|
||
|
||
// Moves the iterator forward/backward by some offset, where Offset is an integer (Offset が整数の場合、イテレータをオフセットして前後に移動させます)
|
||
EnemyIterator += Offset;
|
||
EnemyIterator -= Offset;
|
||
|
||
// Gets the index of the current element (現在のエレメントのインデックスを取得します)
|
||
int32 Index = EnemyIterator.GetIndex();
|
||
|
||
// Resets the iterator to the first element (イテレータを最初のエレメントに戻します)
|
||
EnemyIterator.Reset();
|
||
|
||
#### For-each Loop
|
||
|
||
イテレータは素晴らしいツールですが、それぞれのエレメントを 1 回ずつループする場合は若干面倒です。各コンテナ クラスは、エレメントをループするために "for each" 形式の記述もサポートしています。TMap はキー / 値のペアを返すのに対し、TArray and TSet は各エレメントを返します。
|
||
|
||
// TArray
|
||
TArray<AActor*> ActorArray = GetArrayFromSomewhere();
|
||
for (AActor* OneActor :ActorArray)
|
||
{
|
||
// ...
|
||
}
|
||
|
||
// TSet - Same as TArray (TSet は TArray と同じです)
|
||
TSet<AActor*> ActorSet = GetSetFromSomewhere();
|
||
for (AActor* UniqueActor :ActorSet)
|
||
{
|
||
// ...
|
||
}
|
||
|
||
// TMap - Iterator returns a key-value pair (TMap はキー / 値のペアを返します)
|
||
TMap<FName, AActor*> NameToActorMap = GetMapFromSomewhere();
|
||
for (auto& KVP :NameToActorMap)
|
||
{
|
||
FName Name = KVP.Key;
|
||
AActor* Actor = KVP.Value;
|
||
|
||
// ...
|
||
}
|
||
|
||
**auto** キーワードは自動的にポインタ / リファレンスを自動的に指定しません。自分で追加しなければなりません。
|
||
|
||
#### TSet/TMap (ハッシュ関数) で独自のタイプを使用する
|
||
|
||
TSet と TMap は、内部的に *ハッシュ関数* の使用が必要になります。TSet 内で、または TMap のキーとして使用したい独自クラスを作成する場合、独自のハッシュ関数を作成しなければなりません。一般的にこれらのタイプに分類されるほとんどの UE4 タイプは、独自のハッシュ関数を既に定義しています。
|
||
|
||
ハッシュ関数は、タイプへの const ポインタ / リファレンスを受け取り、 uint64 を返します。この戻り値がいわゆるオブジェクトの *ハッシュ コード* です。そのオブジェクトに対して疑似ユニークな数字になっています。等しい 2 つのオブジェクトは、常に同じハッシュ コードを返します。
|
||
|
||
class FMyClass
|
||
{
|
||
uint32 ExampleProperty1;
|
||
uint32 ExampleProperty2;
|
||
|
||
// Hash Function (ハッシュ関数)
|
||
friend uint32 GetTypeHash(const FMyClass& MyClass)
|
||
{
|
||
// HashCombine is a utility function for combining two hash values (HashCombine は 2 つのハッシュ値を一緒にするユーティリティ関数です)
|
||
uint32 HashCode = HashCombine(MyClass.ExampleProperty1, MyClass.ExampleProperty2);
|
||
return HashCode;
|
||
}
|
||
|
||
// For demonstration purposes, two objects that are equal (デモンストレーションのために、2 つの等しい値は常に同じハッシュ コードを返します)
|
||
// should always return the same hash code.
|
||
bool operator==(const FMyClass& LHS, const FMyClass& RHS)
|
||
{
|
||
return LHS.ExampleProperty1 == RHS.ExampleProperty1
|
||
&& LHS.ExampleProperty2 == RHS.ExampleProperty2;
|
||
}
|
||
};
|
||
|
||
TSet<FMyClass> と TMap<FMyClass, ...> は、キーをハッシュすると正しいハッシュ関数を使用します。ポインタをキーとして使用する場合は (`TSet<FMyClass*>` など) 、`uint32 GetTypeHash(const FMyClass* MyClass)` も実行してください。
|
||
|
||
[Blog Post: UE4 Libraries You Should Know About](https://www.unrealengine.com/blog/ue4-libraries-you-should-know-about)
|
||
|