2000);}else{return Data;}}Data.Append(Buffer, dwBytesRead);return Data;}bool USerial::Print(FString String){auto Convert = FTCHARToUTF8(*String);TArray<uint8> Data;Data.Append((uint8*)Convert.Get(), Convert.Length());return WriteBytes(Data);}bool USerial::Println(FString ...
1-4String操作1-5字符串切割1-6坐标转换与万象锁第二章 流程控制2-1C++和蓝图循环2-2C++和蓝图的结构体枚举和switch2-3Gate和DoOnceDelayFlipFlop2-4SequenceDoOneceMutiInputMultiGate2-5用C++实现蓝图节点流程控制第三章UE4容器和C++Stl容器3-1Array和vector容器3-2蓝图Set和stl里面的set3-3蓝图Map和stlMap...
switch(enumValue){caseMyEnum::Dance:returnFText::FromString(TEXT("Hello_Dance"));caseMyEnum::R...
if (!ImageWrapper->SetCompressed(RawFloatImgData.GetData(), RawFloatImgData.Num())) break; OutputDebugStringA("APIC Read Successn"); const TArray<uint8>* UncompressedBGRA = NULL; if (!ImageWrapper->GetRaw(ERGBFormat::BGRA, 8, UncompressedBGRA)) break; OutputDebugStringA("APIC UTexture2...
(红色触发性事件节点 ) 3Print String 打印文字 3Delay 延时 4实例 4Retrigerable Delay 重新延时 4实例 4变量 5变量类型 5变量添加到蓝图方法: 6变量运算符 6String 的 Append 把两个字符串加在一起 7BuildString 给字符串加前缀后缀,和连接一个其他变量值 8Float (浮点)和 Byte (字节)变量类型 9String...
}return(TEnum)EnumPtr->GetIndexByName(FName(*FString(Value))); } 写一个基于模板的单例 SlAiSingleton ,算是一个扩展 D:\UE4 Project\UE26.2\CourseProject\SlAiCourse\Source\SlAiCourse\Public\Data\SlAiSingleton.h 1#include"CoreMinimal.h"23/**4*5*/6template<classT>7classSLAICOURSE_API Sl...
(history.pushState({},"","#"+i),history.pushState({},"","#"+encodeURIComponent("[]"))):(document.location.hash=i,document.location.hash=encodeURIComponent("[]")))}):(i=ue.interface,ue.interface={},function(t,e,n,o){var u;"string"==typeof t&&("function"==typeofe&&(o=n,...
Added search filterExclude class name, it excludes objects with a ClassPrivate name not containing the specified (case-sensitive) string Added search filterHas property, it exclude objects that don't have a property (inheritance included) of the specified (case-sensitive) name ...
(Cmd, Ar, Executor);*/ } return Res; } //判断exe是那个端 ENetMode netMode = GetNetMode(); switch(netMode) { case NM_Standalone : print //单独端, 单机游戏 NM_DedicatedServer //专用服务器 NM_ListenServer //监听服务器 NM_Client //客户端 NM_MAX } //MD5加密 FMD5::HashAnsiString...
在UE4中,渲染线程会通过全局函数StartRenderingThread来创建渲染线程(渲染线程的TickHeartbeat线程,RHI线程),通过全局函数StopRenderingThread来销毁渲染线程(渲染线程的TickHeartbeat线程,RHI线程)。 /*UnrealEngine\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h*//** Starts the rendering thread.*/externRE...