值转换,从一个数据类型转换成另外一个类型;比如:float 转 int,int 转 long 等。仔细想想从 float 转 int,肯定会有数据丢失 ( 因为int是整形,float的小数部分肯定会被丢弃 ) #include <stdio.h> int main() { float f =10.323f; printf("%d", (int)f);//10 return 0; } 2. 指针转换,从一个指针...
SanitizeFloat(strfloat);//float 转 FString fromint = FString::FromInt(IntVariable);//int FString frombool = InBool ? TEXT("true") : TEXT("false");//bool FString fromFVector = VectorVariable.ToString();//Vector FString fromFVector2D = Vector2DVariable.ToString();//Vector2D FString fromFR...
std::stringstdStr="Test";//std::string To FStringFStringStr(stdStr.c_str());//FString To char*char*c=TCHAR_TO_UTF8(*Str);//FString To std::stringstd::stringTarget(TCHAR_TO_UTF8(*Str)); FString <=> int32/float/bool FStringStr=TEXT("Test");//FString To int32int32i=FCString:...
MaterialFloat3 CustomExpression0(FMaterialPixelParameters Parameters) {return1; } 在编写完最后一个函数时,不要带上"}" 例如如下函数 return1; }floatMyGlobalVariable;intMyGlobalFunction(intx) {returnx; 会转变为 MaterialFloat3 CustomExpression0(FMaterialPixelParameters Parameters) {return1; }floatMyGlob...
//在MyGameModeBase.h 文件UCLASS()classUE_C_API AMyGameModeBase :publicAGameModeBase { GENERATED_BODY()public://重写 BeginPlay()函数virtualvoidBeginPlay() }; //在 MyGameModeBase.cpp 文件voidAMyGameModeBase::BeginPlay() {//void UEngine::AddOnScreenDebugMessage(int32 Key, float TimeToDisplay, F...
LogOutputDevice: Error: [Callstack] 0x00000000DD0C065F UE4Editor-Engine.dll!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl(float)>::ExecuteIfSafe() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:858]LogOutputDevice: ...
SerializeAsSinglePrecisionFloat=False,LinkedTo=(K2Node_SwitchInteger_0 DF04DDB14E8C4334D1CD36B1310824A6,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)\r\n Custom...
virtualvoidTickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory,floatDeltaSeconds)override;UPROPERTY(BlueprintReadOnly, EditAnywhere) FBlackboardKeySelector TargetToFollowSelector;UPROPERTY(BlueprintReadOnly, EditAnywhere) FBlackboardKeySelector DistanceToTargetSelector; ...
virtualvoidTickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory,floatDeltaSeconds)override;UPROPERTY(BlueprintReadOnly, EditAnywhere) FBlackboardKeySelector TargetToFollowSelector;UPROPERTY(BlueprintReadOnly, EditAnywhere) FBlackboardKeySelector DistanceToTargetSelector; ...
void GetPlayerBaseInfo(int32 &Level, float &Health, FString &Name) { Level = 7; Health = 77; Name = "Marcus"; } 1. 2. 3. 4. 5. 6. 这种情况下返回值和传入值是没有任何关系的。在lua中可以这么使用: local level,heath,name = self:GetPlayerBaseInfo(0,0,""); ...