refactor: Mark classes as Blueprintable for enhanced usability in Blueprints
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@@ -68,7 +68,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnFrameworkInitFailed, const FStrin
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* In C++, this replaces the Blueprint "Get Game Instance → Cast → Get Subsystem"
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* pattern with clean template access via GetService<T>().
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*/
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UCLASS()
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UCLASS(Blueprintable)
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class FRAMEWORK_API UGI_GameFramework : public UGameInstance
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{
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GENERATED_BODY()
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@@ -32,7 +32,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnGameOverTriggered, FGameplayTag,
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* inherited from AGameModeBase — do not redeclare (UHT forbids shadowing).
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* Set them in your BP child's Class Defaults.
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*/
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UCLASS()
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UCLASS(Blueprintable)
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class FRAMEWORK_API AGM_CoreGameMode : public AGameModeBase
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{
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GENERATED_BODY()
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@@ -29,7 +29,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPlayTimeUpdated, float, ElapsedSe
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* OnRep_ handlers that mirror broadcast dispatchers for both network
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* clients and local single-player.
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*/
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UCLASS()
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UCLASS(Blueprintable)
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class FRAMEWORK_API AGS_CoreGameState : public AGameStateBase
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{
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GENERATED_BODY()
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@@ -63,7 +63,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnWeightChanged, float, CurrentWei
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* C++ TArray operations (FindByPredicate, Sort, Filter) are natively compiled —
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* no BP interpretive array node overhead.
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*/
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UCLASS(ClassGroup = (Framework), meta = (BlueprintSpawnableComponent))
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UCLASS(Blueprintable, ClassGroup = (Framework), meta = (BlueprintSpawnableComponent))
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class FRAMEWORK_API UBPC_InventorySystem : public UActorComponent
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{
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GENERATED_BODY()
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@@ -65,7 +65,7 @@ enum class EHeartRateTier : uint8
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* directly. Gating rules are defined in DA_StateGatingTable (37 rules).
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* In C++, the Chooser Table iteration is native-speed — no BP interpretive overhead.
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*/
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UCLASS(ClassGroup = (Framework), meta = (BlueprintSpawnableComponent))
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UCLASS(Blueprintable, ClassGroup = (Framework), meta = (BlueprintSpawnableComponent))
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class FRAMEWORK_API UBPC_StateManager : public UActorComponent
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{
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GENERATED_BODY()
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@@ -4,7 +4,7 @@
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#include "GameFramework/PlayerController.h"
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#include "PC_CoreController.generated.h"
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UCLASS()
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UCLASS(Blueprintable)
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class FRAMEWORK_API APC_CoreController : public APlayerController
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{
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GENERATED_BODY()
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@@ -4,7 +4,7 @@
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#include "GameFramework/PlayerState.h"
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#include "PS_CorePlayerState.generated.h"
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UCLASS()
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UCLASS(Blueprintable)
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class FRAMEWORK_API APS_CorePlayerState : public APlayerState
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{
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GENERATED_BODY()
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@@ -56,7 +56,7 @@ struct FRAMEWORK_API FDamageModifier
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* triggers hit reactions (stagger, knockdown), and routes final damage to the
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* health system. In C++, the damage pipeline is native-speed vectorized math.
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*/
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UCLASS(ClassGroup = (Framework), meta = (BlueprintSpawnableComponent))
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UCLASS(Blueprintable, ClassGroup = (Framework), meta = (BlueprintSpawnableComponent))
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class FRAMEWORK_API UBPC_DamageReceptionSystem : public UActorComponent
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{
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GENERATED_BODY()
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