有时候我们创建场景的时候,特定的Actor我们想给它一个特定的图标,便于观察。比方这样:
实现起来也非常easy。须要编写C++代码:
我们创建一个Actor,叫AMyActor。它包括一个Sprite(精灵),这个精灵负责显示自己定义图标:代码例如以下
#pragma once #include "GameFramework/Actor.h"
#include "Components/BillboardComponent.h"
#include "MyActor.generated.h" /**
*
*/
UCLASS()
class NANTOPDOWN_API AMyActor : public AActor
{
GENERATED_UCLASS_BODY() //virtual void BeginPlay() OVERRIDE; UPROPERTY()
TSubobjectPtr<UBillboardComponent> SpriteComponent; UTexture2D* SpriteTexture; };
#include "NanTopDown.h"
#include "MyActor.h" AMyActor::AMyActor(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
struct FConstructorStatics
{
ConstructorHelpers::FObjectFinderOptional<UTexture2D> NoteTextureObject; FName ID_Notes;
FText Name_Notes; FConstructorStatics()
: NoteTextureObject(TEXT("Texture2D'/Game/Textures/MyIcon.MyIcon'"))
, ID_Notes(TEXT("Notes"))
, Name_Notes(NSLOCTEXT("SpriteCategory", "Notes", "Notes"))
{
}
}; static FConstructorStatics Cs;
TSubobjectPtr<USceneComponent> SceneComponent = PCIP.CreateDefaultSubobject<USceneComponent>(
this, TEXT("SceneComp"));
RootComponent = SceneComponent;
RootComponent->Mobility = EComponentMobility::Static; #if WITH_EDITORONLY_DATA
SpriteComponent = PCIP.CreateEditorOnlyDefaultSubobject<UBillboardComponent>(this, TEXT("Sprite"));
if (SpriteComponent)
{
SpriteComponent->Sprite = Cs.NoteTextureObject.Get();
SpriteComponent->SpriteInfo.Category = Cs.ID_Notes;
SpriteComponent->SpriteInfo.DisplayName = Cs.Name_Notes;
SpriteComponent->AttachParent = RootComponent;
SpriteComponent->Mobility = EComponentMobility::Static;
}
#endif
}
AMyActor仅仅有一个UBillboardComponent组件。增加场景就能够看到自己定义的图片了。
參考文章:https://wiki.unrealengine.com/Add_in_editor_Icon_to_your_Custom_Actor