FString FuncNameStr = "ABC"; const char* FuncStr = TCHAR_TO_ANSI(GetData(FuncNameStr)); FString FName FString FuncNameStr = "ABC"; FName FuncName = *FuncNameStr; FString Str = FuncName.ToString(); Enum转FString //example: const auto ServerTypeName = EnumToString(TEXT("EServerType...
Enum->GetNameStringByValue(MyVariable); Enum To int32 int32 ChunkStatus = static_cast<int32>EnumAA; FString To Enum template<typename TEnum> TEnum GetEnumValueFromString(const FString& Name, FString Value) { const UEnum EnumPtr = FindObject(ANY_PACKAGE, Name, true); if (!EnumPtr) { ...
PinSubCategoryObject=Enum'"/Script/CoreUObject.ESearchCase"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="IgnoreCase",Auto...
Error, TEXT("Failed to setup port COM%d. Error: %08X"), nPort, dwError);return false;}//FPlatformProcess::Sleep(0.05f);AddToRoot();m_Port = nPort;m_Baud = nBaud;return true;}void USerial::Close(){if (!m
string cstr(reinterpret_cast<const char*>(outDataArray.GetData()), outDataArray.Num()); FString MyStr1(cstr.c_str()); //TArray<uint8> To FString FString DestStr = FBase64::Encode(outDataArray); } { //枚举转字符串 enum ETempEnum { One, Two, Three, }; { //...
在蓝图中使用 Print String 在蓝图中任意拖动到节点 PrintString 即可选择在屏幕或者日志输出栏中输出日志,只要勾选上就会执行对应的操作,非常的方便,具体节点内容如下: 最后 本文简单的介绍了三种在 UE 开发中经常用到的日志调试方法,分别是 UE_LOG, AddOnScreenDebugMessage 和 Print String,你学会了吗?
* @note Mirrored from Engine\Source\Runtime\Core\Public\Containers\UnrealString.h*/UENUM()namespaceESearchCase {enumType { CaseSensitive, IgnoreCase, }; } UScriptStruct 被宏USTRUCT修饰的结构体的类型为UScriptStruct,只可包含属性,可以理解为C++中的POD(Plain Old Data)结构体。
不常用但有可能用到enumETempEnum{One,Two,Three};// 1.通过枚举类型的名称找到对应枚举类型的COD (Class Object Defaluty)constUEnum*EnumPtr=FindObject<UEnum>(ANY_PACKAGE,TEXT("ETempEnum"),true);if(EnumPtr){//判断指针是否有效FString Str=EnumPtr->GetNameStringByIndex(ETempEnum::One);}}{//...
0f; //枚举字节化 TEnumAsByte AA; //让矢量服务器传输不用那么精确 FVector_NetQuantize vectorr; //复制变量到服务器 UPROPERTY(Replicated) //在服务器上运行函数 UFUNCTION(Server, Reliable, WithValidation)//NetMulticast void Server(); void XXX::ServerFire_Implementation(){} bool XXX::ServerFire_...
* @param LoadFlags Flags controlling how to handle loading from disk, from the ELoadFlags enum * @param Sandbox A list of packages to restrict the search for the object * @param bAllowObjectReconciliation Whether to allow the object to be found via FindObject in the case of seek free loa...