U++ USTRUCT结构体基本用法 📅 2026/7/14 23:23:53 本文用于记录虚幻学习。定义与UENUM类似在UCLASS上方但需要插入GENERATED_BODY()。USTRUCT(BlueprintType) struct FCharacterData { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category Character) FString CharacterName TEXT(DefaultName); UPROPERTY(EditAnywhere, BlueprintReadWrite, Category Character) int32 Health 100; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category Character) float MoveSpeed 600.0f; };BlueprintType允许蓝图将这个结构体作为一种变量类型使用。编译后蓝图即可创建ChacterData类型的变量。在USTURCT中也可以创建成员函数但不允许使用UFUNCTION。定义完结构体变量即可在头文件和源文件中使用。//.h UPROPERTY(EditAnywhere, BlueprintReadWrite, Category Character) FCharacterData CharacterData; //.cpp CharacterData.Name TEXT(Knight); CharacterData.Health 200; CharacterData.MoveSpeed 800.0f;