1 // FName -> FString 2 FName FNameA("FNameA"); 3 FString FNameToFString = FNameA.ToString(); 4 UE_LOG(LogTemp, Display, TEXT("FNameToFString: %s"), *FNameToFString); 5 // FString -> FName 6 FString FStringA("F
FName To FText NewText = FText::FromName(TestName); Enum To FString template<typename TEnum> FString GetEnumValueAsString(const FString& Name, TEnum Value) { constUEnumEnumPtr = FindObject(ANY_PACKAGE, Name, true); if (!EnumPtr) { return FString("InValid"); } return EnumPtr->GetN...
UE4的命名系统是整个UE4对象系统的核心部分之一,在引擎中每一个UObject都必须有名字,引擎为我们保证了不同的对象能够拥有相同的StringName。我们在UE4开发的过程中,对象的创建以及命名往往是比较随意的,如果对UE4底层这套命名机制不够熟悉的话,非常容易踩入深坑无法自拔,本文的目的是从UE底层剖析一下引擎在对象命名这...
FString a = "NingStudio"; //FString to std::string std::string cstr(TCHAR_TO_UTF8(*a)); //std::string to FString FString a = FString(cstr.c_str()); string转为T...
"Core.h"#include"Modules/ModuleManager.h"#include"Interfaces/IPluginManager.h"#include"JJLoginNailLibrary/ExampleLibrary.h"#defineLOCTEXT_NAMESPACE"FJJLoginNailModule"#ifPLATFORM_IOS#include"IOSAppDelegate.h"@implementation FTestLoginResultModule-(void)OnLoginResult:(NSString*)result{NSLog(@"登录账号...
FString TheString = "UE4_C++_IS_Awesome"; FName ConvertedFString = FName(*TheString); Converting std::string to FString #include <string> //... std::string TestString = "Happy"; FString HappyString(TestString.c_str()); Converting FString to std::string #...
// FString转FNameFString TestString=TEXT("String");FName String2Name=FName(*TestString);// FName转FStringFName TestName=FName(TEXT("Name"));FString Name2String=TestName.ToString(); FString和FText相互转换 FString TestStringText=TEXT("StringandText");// FString转FTextFText TestHUDText=F...
found.** @param bSuccess If there was anything to read.* @return The read string*/UFUNCTION(BlueprintCallable, meta = (DisplayName = "Read Line", keywords = "get read receive string words text characters"), Category = "UE4Duino")FString Readln(bool &bSuccess);/*** Reads the string ...
//定义RHI命令子类的宏,会从FRHICommand上派生#defineFRHICOMMAND_MACRO(CommandName) \structPREPROCESSOR_JOIN(CommandName##String, __LINE__) \ { \staticconstTCHAR* TStr() {returnTEXT(#CommandName); } \ }; \structCommandName final :publicFRHICommand<CommandName,PREPROCESSOR_JOIN(CommandName##String...
"", "#" + hash);history.pushState({}, "", "#" + encodeURIComponent("[]"));}else{document.location.hash = hash;document.location.hash = encodeURIComponent("[]");}};}else(function(obj){// desktopue.interface = {};ue.interface.broadcast = function(name, data){if (typeof name ...