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(); uint8 To FString FString AMyActor::U...
int32 FString::Find() 查找字符串,返回字符串开始位置; bool FString::FindChar( TCHAR InChar, int32& Index ) 查找字符,并返回字符位置; bool FString::FindLastChar( TCHAR InChar, int32& Index ) 查找追后一个字符,并返回位置信息 int32 FString::FindLastCharByPredicate(Predicate Pred) -字符串转换...
// convert long long to string return _Integral_to_string<char>(_Val);}
1//int32 -> FString2int32 Nums =123456789;3constFString Int32AToFString =FString::FromInt(Nums);4UE_LOG(LogTemp, Display, TEXT("Int32AToFString: %s"), *Int32AToFString);56//FString -> int327constFString FStringA = TEXT("123456789");8int32 FStringAToInt32 = FCString::Atoi(*FStri...
std::string to_string( double value ); std::string to_string( long double value ); Converting FString to Integer FString TheString = "123.021"; int32 MyShinyNewInt = FCString::Atoi(*TheString); Converting FString to Float FString TheString = "123.021"; ...
std::string to_string( double value ); std::string to_string( long double value ); Converting FString to Integer FString TheString = "123.021"; int32 MyShinyNewInt = FCString::Atoi(*TheString); Converting FString to Float FString TheString = "123.021"; ...
int32 mConditionId; }; 依旧是熟悉的基类(鸡肋?)定义,依旧是熟悉的宏定义和约束(我们就是要在编译期打败一切罪恶份子) 有条件当然就有条件进度啦。 class GAMEFRAMEWORK_API CoreConditionProgress { public: CoreConditionProgress(UCoreGameInstance* gameInstance, const FString& userAccount, TSharedPtr<CoreConditi...
{//FString To TArray<uint8>FString Str="Hello UE4";//原数据TArray<uint8> outDataArray;//目标数据TCHAR* CharData =Str.GetCharArray().GetData(); int32 Len=FCString::Strlen(CharData);for(inti =0; i < Len; i++) { uint8* dst = (uint8*)TCHAR_TO_UTF8(CharData); ...
std::string to_string( double value ); std::string to_string( long double value ); Converting FString to Integer FString TheString = "123.021"; int32 MyShinyNewInt = FCString::Atoi(*TheString); Converting FString to Float FString TheString = "123.021"; ...
// if we don't have enough threads to allow all of the sets asked for, then we can't create what was asked for. check(NumTaskThreadSets == 1 || FMath::Min<int32>(NumTaskThreads * NumTaskThreadSets + NumNamedThreads, MAX_THREADS) == NumTaskThreads * NumTaskThreadSets + NumNamed...