Programming and Scripting contains information on how to use the following Unreal Engine (UE) programming features:
程式設計和腳本包含有關如何使用以下虛幻引擎 (UE) 程式設計功能的資訊:
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Programming with C++ in UE is similar to standard C++, using Classes, Functions, and Variables. These are defined using standard C++ syntax. Each class defines a template for a new Object or Actor that can be further encapsulated with the Unreal Engine Reflection System.
UE 中的 C++ 程式設計與標準 C++ 類似,使用類別、函數和變數。它們是使用標準 C++ 語法定義的。每個類別都為新物件或 Actor 定義一個模板,可以使用虛幻引擎反射系統進一步封裝該模板。 -
Blueprints Visual Scripting is a visual scripting programming tool that creates classes, functions, and variables in the Unreal Editor. These classes can then be executed by connecting various nodes together. C++ classes are used as a base for Blueprint classes, programmers can set up fundamental gameplay classes that are then sub-classed and iterated on by Designers.
Blueprints Visual Scripting 是一種視覺化腳本程式設計工具,可在虛幻編輯器中建立類別、函數和變數。然後可以透過將各個節點連接在一起來執行這些類別。 C++ 類別用作藍圖類的基礎,程式設計師可以設定基本的遊戲類,然後由設計師對其進行子類化和迭代。 -
Python Scripting is a high-level scripting language used for extending UE's production pipeline with editor utilities, such as asset management scripts. Python scripts also have specific applications in toolsets throughout UE, such as the Movie Render Queue. Python is intended only for editor tooling and cannot be used at runtime.
Python 腳本是一種高階腳本語言,用於透過編輯器實用程式(例如資產管理腳本)擴展 UE 的生產管道。 Python 腳本在整個 UE 的工具集中也有特定的應用,例如影片渲染佇列。 Python 僅適用於編輯器工具,不能在執行時使用。 -
Online Subsystems and Services provides a common way to access the functionality of various online services such as Playstation Network, Xbox Live, Epic Online Services, and Steam. Developers can use these tools when working on a game that ships on multiple platforms or supports multiple online services that are configured individually for each supported service.
線上子系統和服務提供了存取各種線上服務(例如 Playstation Network、Xbox Live、Epic Online Services 和 Steam)功能的通用方法。當開發在多個平台上發布的遊戲或支援為每個支援的服務單獨配置的多個線上服務時,開發人員可以使用這些工具。 -
Unreal Architecture contains UE's Modules. These encapsulate specific editor tools, runtime features, libraries, or other functionality in standalone units of code. All projects and plugins have their own primary module by default, however, you can define additional modules to organize your code.
Unreal Architecture包含UE的模組。它們將特定的編輯器工具、執行時間功能、函式庫或其他功能封裝在獨立的程式碼單元中。預設情況下,所有專案和外掛程式都有自己的主模組,但是,您可以定義其他模組來組織程式碼。 -
Development Setup contains guides on how to set up your development environment, how to download and build the UE source code, and instructions on the use of supplemental programming tools.
開發設定包含有關如何設定開發環境、如何下載和建立 UE 原始碼的指南以及有關使用補充程式設計工具的說明。 -
Slate UI Programming is a custom and platform-agnostic user interface framework designed to make efficient user interfaces for tools and applications such as the Unreal Editor or in-game user interfaces. It combines a declarative syntax with the ability to easily design, layout, and style components that allows for easily creating and iterating on UIs.
Slate UI 程式設計是一個與平台無關的自訂使用者介面框架,旨在為虛幻編輯器或遊戲內使用者介面等工具和應用程式創建高效的使用者介面。它將聲明性語法與輕鬆設計、佈局和樣式元件的能力相結合,從而可以輕鬆建立和迭代 UI。
Section Directory 欄位目錄
Programming with C++ 使用 C++ 編程
Information for programmers developing with Unreal Engine.
為使用虛幻引擎進行開發的程式設計師提供的資訊。
Blueprints Visual Scripting
藍圖視覺化腳本
Overview of using the Blueprint visual scripting system for gameplay.
使用藍圖可視化腳本系統進行遊戲的概述。
Class Creation Basics 類別創建基礎知識
Examples showing how to create classes with Blueprints alone, C++ alone, and a combination of C++ and Blueprints.
範例展示如何僅使用藍圖、僅使用 C++ 以及 C++ 和藍圖的組合來建立類別。
Online Subsystems and Services
線上子系統和服務
Learn how to use online subsystems and services in Unreal Engine, including Epic Online Services.
了解如何使用虛幻引擎中的線上子系統和服務,包括 Epic Online Services。
Unreal Architecture 虛幻建築
Programming in the Unreal Architecture
在虛幻架構中編程
Development Setup 開發設定
How to set up your development environment for programming with C++ in Unreal Engine.
如何在虛幻引擎中設定使用 C++ 程式設計的開發環境。