Bool 布尔:表示是或否,或称为真或假的值。True即1代表是,False即0代表否。 Integer 整数:没有小数的整数。例如:1、2、3 等等。数值从0开始计数。 Float 浮点:有小数的数值。例如:0.0、1.0、10.0、1.123 等等。数值从0.0开始计数。 String 字符串:引号包括的文字串。例如:"Hello World","1","1.0","注释...
String::Atoi(*numberString);//FString 转 int32 float strfloat = FCString::Atof(*numberString);//FString 转 float bool strBool = string.ToBool();//转bool //FString 转 TArray<uint8> TArray<uint8> uint8Array; uint8Array.SetNum(string.len()); memcpy(uint8Array.GetData(), TCHAR_TO_...
1UFUNCTION(BlueprintPure, meta=(DisplayName ="To String (Name)", CompactNodeTitle ="->", BlueprintAutocast), Category="Utilities|String")2staticFString Conv_NameToString(FName InName); 4.CompactNodeTitle(紧凑型节点) 只能用在BlueprintCallable类型的蓝图可用函数中(BlueprintPure包含了BlueprintCalla...
3.9 FString To bool FString TheString = "123.021"; bool MyBool = MyFString.ToBool(); 3.10FString To int32 FString TheString = "123.021"; //注意,Atoi和Atof是静态函数,所以使用语法FCString::TheFunction调用它:) int32 MyShinyNewInt = FCString::Atoi(*TheString); 3.11 FString To int64 ...
boolBFlag = FJsonSerializer::Deserialize(JsonReader, JsonParsed); { UE_LOG(LogSimpleApp, Warning,TEXT("解析JSON成功")); FString FStringAuthor = JsonParsed[0]->AsObject()->GetStringField("author"); UE_LOG(LogSimpleApp, Warning,TEXT("author = %s"), *FStringAuthor); ...
// Give the GameInstance a chance to handle the failure. HandleNetworkFailure_NotifyGameInstance(World, NetDriver, FailureType); ENetMode FailureNetMode = NetDriver->GetNetMode(); // NetMode of the driver that failed bool bShouldTravel = true; switch (FailureType) { case ENetworkFailure::Fa...
TestHUDString.ToBool(); > //FString -> int FCString::Atoi(*TestHUDString); > //FString -> float FCString::Atof(*TestHUDString); 1. 2. 3. 4. 5. 6. 7. 8. FString之间的比对 重载的==操作符可以用来比较两个FStrings,或者比较一个FString和一个TCHAR *的数组。还有FString :: Equals(...
美术大哥提的需求里主要需要获取浮点数(5.1中默认双精度,其实对应的是double)、布尔值(bool)、颜色值(FLinearColor)三种类型。考虑到后续升级和复用,我创建了一个C++的ActorComponent挂载到Dynamic Sky Actor上。使用这个Component作为作为数据控制器。接下来就是如何把数据从三种已经调好的流送关卡中读取出来、写到Data...
boolUAssetManager::GetPackageManagers(FName PackageName,boolbRecurseToParents, TSet<FPrimaryAssetId>& ManagerSet)const { IAssetRegistry& AssetRegistry =GetAssetRegistry(); boolbFoundAny =false; TArray<FAssetIdentifier> ReferencingPrimaryAssets; ...
Builder.AddPullDownMenu(FText::FromString("Test"), FText::FromString("MyTest"), FNewMenuDelegate::CreateRaw(this, &FTestMenuModule::AddPullDownMenu)); } 1. 2. 3. 4. 5. 6. 7. 8. 9. AddMenuBarExtension( FName ExtensionHook, EExtensionHook::Position HookPosition, const TSharedPtr...