Unreal Engine C++ Programming |Static Mesh| Getting With part-2/10

Create Static Mesh

First Open C++ Class in IDE

Open C++ Class double click

2.Open header file
  Code :

#pragma once

#include “CoreMinimal.h”
#include “GameFramework/Actor.h”
#include “AChreter.generated.h”

UCLASS()
class CPLUSTHIREDBOOKNEW_API AAChreter : public AActor
{
    GENERATED_BODY()
    
public: 
    // Sets default values for this actor’s properties
    AAChreter();

protected:
    // Called when the game starts or when spawned
    virtual void BeginPlay() override;

public: 
    // Called every frame
    virtual void Tick(float DeltaTime) override;

    
UPROPERTY(EditAnywhere)
USceneComponent * Root;
UPROPERTY(EditAnywhere)
UStaticMeshComponent * Mesh;
    
};

Header file

Go To .cpp file
define in Set in  AMyActor::AMyActor()
Code :

#include “Components/StaticMeshComponent.h”

// Fill out your copyright notice in the Description page of Project Settings.

#include “AChreter.h”
#include “Components/StaticMeshComponent.h”

// Sets default values
AAChreter::AAChreter()
{
   // Set this actor to call Tick() every frame. 
//You can turn this off to improve performance if you don’t need it.
    PrimaryActorTick.bCanEverTick = true;
Root = CreateDefaultSubobject <USceneComponent > (TEXT (“Root”));

RootComponent = Root;
Mesh = CreateDefaultSubobject <UStaticMeshComponent >(TEXT (“Mesh”));

Mesh -> AttachTo(Root);

}

// Called when the game starts or when spawned
void AAChreter::BeginPlay()
{
    Super::BeginPlay();
    
}

// Called every frame
void AAChreter::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);

}

.cpp file for define logic

Compile! 

Check Your Details panel set Mesh and Actor (drag and drop class file in level and select this) now details panel show this file details.

 

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