3.7 FString To std::string 3.8 FString To JsonObject 3.9 FString To bool 3.10FString To int32 3.11 FString To int64 3.13 FString To double 3.14 转换 To FString 3.15 double To FString 3.16 bytes To FString 3.17 FArrayReaderPtr to FString 3.18 Array[uint8] to FString 3.19 FString To MD5(FS...
FString to int32 互转 //FString to int32 int32 TestInt = FCString::Atoi(*MyFString); //int32 to FString FString TestString = FString::FromInt(TestInt); FString to float 互转 //FString to float float TestFloat = FCString::Atof(*MyFString); //float to FString FString TestString = ...
FString to float 互转 FString to std::string 互转 FString to char* 互转 FString to TCHAR* 互转 FString to TArray<uint8> 互转 FString to enum 互转 TCHAR* to Char* 互转 TCHAR* to std::string TArray64<uint8> to TArray<uint8>...
UEC++数据类型转换 FString string="string";FName fname=FName(*string);// FString 转 FNameTCHARtchar=*string;//FString 转 TChar*FText ftext=FText::FromString(string);//FString 转 FTextstd::stringcstring(TCHAR_TO_UTF8(*string));//FString 转 C++ stringFString numberString="1234.123";int32...
enum class EMyEnum : uint8 { Value1 UMETA(DisplayName = "Value 1"), Value2 UMETA(DisplayName = "Value 2"), Value3 UMETA(DisplayName = "Value 3") }; struct MyEnumMapType { static TMap<FString, EMyEnum> Map; static EMyEnum FromString(FString Str) { const EMyEnum* EnumPtr = Map...
发送内容FString转换成TCHAR*,格式化发送数据 bool successful = Socket->Send((uint8*)TCHAR_TO_UTF8(serializedChar), size, sent); 1. 接受数据我们用到 HasPendingData 和Recv 函数在 FSocket 类中. 在工程中引用Sockets模块 PublicDependencyModuleNames.AddRange( ...
// Get the Plugin URL based on the Game Features NameFString PluginURL;UGameFeaturesSubsystem::Get().GetPluginURLForBuiltInPluginByName(<GameFeatureName>,PluginURL);// Deactivate the Game FeatureUGameFeaturesSubsystem::Get().DeactivateGameFeaturePlugin(PluginURL);// Activate the Game FeatureUGameFeat...
int64/uint64: 64-bit signed/unsigned integer 浮点数: float (32-bit) and double (64-bit) UE中还有一个Template,TNumericLimits,可以查找一类型数字的最大最小范围 String UE提供了很多,但这一篇里文档没讲。 FString 是一种mutable string,用TEXT(" ")创建,日志输出一般都是用它。
() enum class EBirdState:uint8 //C++11的枚举(UE中常见) { Wait,//等待游戏开始状态的小鸟 Fly,//游戏开始小鸟可以飞 Dead//游戏结束,小鸟标记为死亡状态 }; USTRUCT(BlueprintType) struct FUserInfo { GENERATED_BODY() UPROPERTY(BlueprintReadWrite) FString Name; UPROPERTY(BlueprintReadWrite) int32 ...
分帧执行的目的是化大为小,分成多帧来执行,由于这个任务不太方便拆解,因此这个思路可行性不高,唯一的方式就是异步执行了,然而由于对UE的多线程逻辑不是非常清晰,因此无法给出非常具体的实现方案,只能提供思路,这里为了补足对这一块的理解,抽空对UE的多线程框架做了学习,并梳理出这篇文章,后续会随着工作中的深入来...