Log,TEXT("consttchar2string=%s"),*consttchar2string);// FString和TCHAR*TCHAR*Tchar=TextString.GetCharArray().GetData();FString tchar2string=Tchar;UE_LOG(LogTemp,Log,TEXT("tchar2string=%s"
{//FString to TCHAR*FString Str1(TEXT("TestString"));constTCHAR* MyTChar = *Str1;//FString to FTextFText MyText =FText::FromString(Str1);//FText to FNameFName Name = FName(*MyText.ToString());//FName to FTextFText MyText1 =FText::FromName(Name); } {//FString To TArra...
这里简单说一下,arrInventory就是我们之前在ESFPSCharacter中定义的背包FString类型的数组,使用add添加itemName,这个itemName是我们创建的一个可以自定义输入的FString: 这个变量可以让我们自己手动输入,输入后,他的值就是itemName,然后ESPlayer->arrInventory.Add(*itemName);就是将itemName添加到arrInventory这个数组里...
Res) { //获取场景对象方法一: for (TActorIterator It(GetWorld()); It; ++It) { Res = It->ProcessConsoleExec(Cmd, Ar, Executor); } //获取场景对象方法二: /*TArray ActArray; UGameplayStatics::GetAllActorsOfClass(GetWorld(), AMyCharacter::StaticClass(), ActArray); for(AActor* Act :...
Num())); TArray<uint8> UncompressedBGRA; RETURN_NULL_IF_FALSE(ImageWrapper->GetRaw(ERGBFormat::BGRA, 8, UncompressedBGRA)); // Create the UTexture for rendering UTexture2D* result = UTexture2D::CreateTransient(ImageWrapper->GetWidth(), ImageWrapper->GetHeight(), PF_B8G8R8A8); // ...
void UWC_TestUI::OnBtnClickCommonBtn_AssetManager() { UAssetManager::Get().LoadPrimaryAsset(FPrimaryAssetId(ResString::MyCharacterType,ResString::MyCharacterName), TArray<FName>{ResString::MyCharacterName},FStreamableDelegate::CreateUObject(this,&UWC_TestUI::OnAssetManagerAsyncLoadCompleted)); }...
迭代器非常好,但是有点笨重,如果你只是想仅仅循环一次容器,每个容器类型都提供了这个遍历的方法,TArray和TSet返回他们的元素,TMap返回键值对。 // TArray TArray<AActor*> ActorArray = GetArrayFromSomewhere(); for (AActor* OneActor : ActorArray) ...
== Terminator || dwBytesRead == 0){// when Terminator is \n, we know we're expecting lines from Arduino. But those// are ended in \r\n. That means that if we found the line Terminator (\n), our previous// character could be \r. If it is, we remove that from the array....
那根据这些知识后,很明显的GetPlayerCharacter()这个方法就是平常蓝图开发经常用到的,他会有2个参数“const UObject* WorldContextObject, int32 PlayerIndex”,这个也很好理解,UObject中有GetWorld可以获取当前世界的实例。 好了经过这一部,我们的ESPlayer是赋值了并且可以直接使用,不需要像之前一样碰撞才会有值,所...
如果我们想要获取PlayerCharacter/PlayerController等对象,必然会用到UGameplayStatics类,以 GetPlayerController的源代码为例: UFUNCTION(BlueprintPure,Category="Game",meta=(WorldContext="WorldContextObject",UnsafeDuringActorConstruction="true"))staticclassAPlayerController*GetPlayerControllerFromID(constUObject*World...