FString A = FString(TEXT("A")); FString B = FString(TEXT("B" LINE_TERMINATOR)); FString Plus = A + B; FGenericPlatformMisc::LocalPrint(*Plus); // 如果想在字符串尾部添加字符串,则使用 += A += FString(TEXT("C" LINE_TERMINATOR)); FGenericPlatformMisc::LocalPrint(*A); // 更常见...
FString FName FStringFuncNameStr="ABC";FNameFuncName=*FuncNameStr;FStringStr=FuncName.ToString(); Enum转FString //example: const auto ServerTypeName = EnumToString(TEXT("EServerType"),static_cast<uint8>(EServerType::Debug)); static FString EnumToString(const TCHAR* Enum, int32 EnumValue) { ...
Converting std::string to FString #include <string> //... std::string TestString = "Happy"; FString HappyString(TestString.c_str()); Converting FString to std::string #include <string> //... FString UE4Str = "Flowers"; std::string MyStdString(TCHAR_TO_UTF8(*UE4Str)); 数值转std:...
参考 疑问:https://forums.unrealengine.com/development-discussion/c-gameplay-programming/38026-can-the-type-of-fstring-be-converted-to-char-in-ue4-c 解答: https://docs.unrealengine.com/en-US/Programming/UnrealArchitecture/StringHandling/FString/index.html...
FString HappyString(TestString.c_str()); Converting FString to std::string #include <string> //... FString UE4Str = "Flowers"; std::string MyStdString(TCHAR_TO_UTF8(*UE4Str)); 数值转std::to_string std::string to_string( long value ); std...
FString的定义 通过查看UE4源码,我们可以在FString类的声明中看到以下代码,即FString中的字符串本质是TCHAR类型的数组(UE4中称为TArray,类似于STL中的vector),并在此基础上完成各种字符串操作。 typedefTArray<TCHAR>DataType;DataType Data; TCHAR是一个宏定义,它用于在C/C++中表示字符类型。TCHAR的定义通常包括char...
FString HappyString(TestString.c_str()); Converting FString to std::string #include <string> //... FString UE4Str = "Flowers"; std::string MyStdString(TCHAR_TO_UTF8(*UE4Str)); 数值转std::to_string std::string to_string( long value ); std...
c.对比使用 FString::Equals()法:如希望对比忽略大小写,使用ESearchCase::IgnoreCase;如不忽略,则使用ESearchCase::CaseSensitive。 TestHUDString.Equals(TEXT("Test"), ESearchCase::CaseSensitive); d.在 FString 中搜索时有两种搜索类型。第一种是 FString::Contains():ESearchDir 枚举可用于指定搜索的方向。
FString str string t = TCHAR_TO_UTF8(*str);char * returnvalue = (char *)malloc(sizeof(char) * (t.length() + 1));strncpy_s(returnvalue, t.length() , t.c_str(), t.length());///2 int ARPG_Database::BP_GetColumnIndex(int resultSet, FString columnName){ return GetColumnIndex...
FString MyBPObjectPath = TEXT("/Game/ThirdPersonCPP/Blueprints/MyBlueprintObject.MyBlueprintObject_C"); UClass* MyBPObjectClass = LoadClass<UObject>(nullptr, *MyBPObjectPath);//MyBPObjectClass为UBlueprintGeneratedClass*类型UMyBPObject* BPObj1 = NewObject<UMyBPObject>(this, MyBPObjectClass);/...