题外话:相对而言,UE4中FString更接近STL中std::string,但也不完全相同。本文用的源码是UE 4.27.2版本,文件主要在“Engine\Source\Runtime\Core\Public\UObject\NameTypes.h”和“Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp”,一共5000来行代码,我个人兴趣偏研究点,所以功能函数或示例可能讨论比较...
0208 String Name Text三种字符串的区别_(淘宝店:SimonLive) / Unreal Engine 4虚幻引擎蓝图可视化编程教学-虚幻 第01章_蓝图上手准备 0101 蓝图教学概述_(淘宝店:SimonLive) 0101 蓝图教学概述_(淘宝店:绿儿江湖) 0102 UE4上手准备_(淘宝店:SimonLive) 0102 UE4上手准备_(淘宝店:绿儿江湖) 0103 UE4界面布局_...
開發者ID:transformersprimeabcxyz,項目名稱:_To-Do-unreal-3D-niftyplugins-ben-marsh,代碼行數:10,代碼來源:AutoAddDelete.cs 示例4: RenameItem ▲點讚 1▼ privatevoidRenameItem(ProjectItem item,stringnewFileName){vartemplateFile = item.get_FileNames(1);varnewFile = Path.Combine(Path.GetDirectoryName...
devIdString = wcharToUtf8(olestr);// replace ':' with '_' since FFmpeg uses : to delimitate sourcesfor(unsignedi =0; i <strlen(devIdString); i++)if(devIdString[i] ==':') devIdString[i] ='_';if(devName != devIdString)gotofail;if(m->BindToObject(0,0, IID_IBaseFilter, (v...
ENameToEntry:对应的是UnrealNames.inl文件中的NAME_##name枚举,UE硬编码类型、反射类型名称,NamePool单例对象构造初始化时将其添加到Poo池。(详情参考:"UObject/UnrealNames.inl"文件类型。) EntryToEName:与ENameToEntry相同,不过是以存储的是<索引ID,EName>的格式存的这些内置的硬编码类型。(目前使用到的地方F...
Unreal Engine 4:segross/UnrealImGuiorsronsse/UnrealEngine_ImGui For other bindings: seeBindings. Also seeWikifor more links and ideas. Roadmap Some of the goals for 2019 are: Finish work on docking, tabs. (see#2109, public branch looking for feedback) ...
To install an Unreal Tournament server: nssm install UT2004 c:\games\ut2004\system\ucc.exe server To run the server as the "games" user: nssm set UT2004 ObjectName games password To configure the server to log to a file: nssm set UT2004 AppStdout c:\games\ut2004\service.log ...
0208 String Name Text三种字符串的区别_(淘宝店:绿儿江湖)/Unreal Engine 4虚幻引擎蓝图可视化编程教学-虚幻 第01章_蓝图上手准备 0101 蓝图教学概述_(淘宝店:SimonLive) 0101 蓝图教学概述_(淘宝店:绿儿江湖) 0102 UE4上手准备_(淘宝店:SimonLive)
}/** @return Returns a dynamic text string for Redo that contains the name of the action */staticFTextGetRedoLabelText(){returnFText::Format(LOCTEXT("DynamicRedoLabel","Redo {0}"), GUnrealEd->Trans->GetRedoContext().Title); }
0208 String Name Text三种字符串的区别_ 0209 矢量旋转变换_(0209 Vector Rotator Transform_) 第03章_流程控制 0301 Branch分支_ 0302 DoOnce只执行一次_ 0303 DoN执行N次_ 0304 做一次Multy Input_(0304 DoOnce MultyInput_) 0305 FlipFlop翻转切换_ ...