chore: sync generated files after adding unreal-engine-cpp-pro skill

This commit is contained in:
sck_0
2026-01-29 12:17:31 +01:00
parent e1dd8f41bc
commit 539a5890d1
25 changed files with 7262 additions and 1388 deletions

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#include "ExampleActor.h"
#include "Components/BoxComponent.h"
#include "Kismet/GameplayStatics.h"
// Define a static log category for this specific file/module
DEFINE_LOG_CATEGORY_STATIC(LogExampleActor, Log, All);
AExampleActor::AExampleActor()
{
// Default to strict settings
PrimaryActorTick.bCanEverTick = false;
PrimaryActorTick.bStartWithTickEnabled = false;
RootCollision = CreateDefaultSubobject<UBoxComponent>(TEXT("RootCollision"));
RootComponent = RootCollision;
bIsActive = true;
}
void AExampleActor::BeginPlay()
{
Super::BeginPlay();
// Cache references here, not in Tick
CachedPC = UGameplayStatics::GetPlayerController(this, 0);
if (bIsActive)
{
UE_LOG(LogExampleActor, Log, TEXT("ExampleActor %s started!"), *GetName());
}
}
void AExampleActor::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
// Clean up any strict delegates or handles here
Super::EndPlay(EndPlayReason);
}
void AExampleActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
// Ticking is disabled by default in constructor, so this won't run unless enabled explicitly.
}

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#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ExampleActor.generated.h"
// Forward overrides to reduce compile times
class UBoxComponent;
/**
* AExampleActor
*
* Demonstrates:
* 1. Correct class prefix (A)
* 2. UPROPERTY usage
* 3. Soft references for assets
*/
UCLASS()
class MYGAME_API AExampleActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AExampleActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
// Called when the game ends
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
/** Component exposed to Blueprint, but immutable logic in C++ */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
UBoxComponent* RootCollision;
/**
* Soft reference to an actor class to lazy load.
* Prevents hard reference chains.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
TSoftClassPtr<AActor> ActorTypeToSpawn;
/** Proper boolean naming convention 'b' */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "State")
uint8 bIsActive:1;
private:
/** Cached reference, not exposed to Blueprints */
UPROPERTY(Transient)
APlayerController* CachedPC;
};