三、FString 3.1 FString To FNames 3.2 FString To FText 3.3 FString To Array[uint8] 3.5 FString To const char * 3.6 FString To TCHAR* 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...
Int To FString FString NewString = FString::FromInt(MyNewInt); Float To FString FString NewString = FString::SanitizeFloat(MyNewFloat); FText To FString FString NewString = TestText.ToString(); FName To FString FString NewString = TestName.ToString(); uint8To FString FString AMyActor::Uin...
ToString(); // FText 先转 FString,再转 FName:不可靠,丢失大小写信息,丢失本地化信息可能导致语言转换的潜在风险 FName name2 = FName(*strFromTxt); ② FString:最接近std::string,着重在于字符串的操作,提供了大量对字符串的操作接口,是三者中唯一可修改的字符串类型,也正因如此,FString对比其它两种字符...
在UE4中,处理字符串有三种常用类:FString、FName和FText,它们在游戏开发中的角色和应用各有不同。FString 类与 C++ 的 std::string 类型非常相似,提供了类似接口,使用指针加*的方式取值,并且没有c_str()接口。其灵活性使得它成为字符串操作的通用选择。FName 类主要用于标识ID,它提供了ToString...
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("%s"), *filePath)); 字符串转换 Converting FString to FNames FString TheString = "UE4_C++_IS_Awesome"; FName ConvertedFString = FName(*TheString);
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("%s"), *filePath)); 字符串转换 Converting FString to FNames FString TheString = "UE4_C++_IS_Awesome"; FName ConvertedFString = FName(*TheString);
->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("%s"), *filePath)); 字符串转换 Converting FString to FNames FString TheString = "UE4_C++_IS_Awesome"; FName ConvertedFString = FName(*TheString); Converting std::string to FString ...
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("%s"), *filePath)); 1. 2. 3. 4. 字符串转换 Converting FString to FNames FString TheString = "UE4_C++_IS_Awesome"; FName ConvertedFString = FName(*TheString); ...
5. FString 与 FText 的互相转换 6. TCHAR 与 ANSI_TO_TCHAR 转换 7. TCHAR* 与 FString 的隐式转换 回到顶部 1. int32 与 FString 的互相转换 1//int32 -> FString2int32 Nums =123456789;3constFString Int32AToFString =FString::FromInt(Nums);4UE_LOG(LogTemp, Display, TEXT("Int32AToFString...