*/UParent(int32 A,floatB,constFString&C);}; Parent.cpp #include"Parent.h"UParent::UParent(){UE_LOG(LogTemp,Log,TEXT("Parent无参构造"));}UParent::UParent(int32 A,floatB,constFString&C){UE_LOG(LogTemp,Log,TEXT("Parent有参构造,A:%d,B:%f,C:%s"),A,B,*C);} Son.h #pragma...
但应当注意FVector、FLinearColor类型的变量是以结构体形式储存的,没有直接的F【XXX】Property对应,需要获取为FStructProperty然后使用FProperty::ContainerPtrToValuePtr直接返回容器内值的指针,参考代码如下: //.hprotected:UPROPERTY(EditAnywhere,BlueprintReadOnly,Category="TargetParamsName")FName VectorPropertyName=...
class UIpNetDriver : public UNetDriver { // client 客户端创建连接 ENGINE_API virtual bool InitConnect(class FNetworkNotify* InNotify, const FURL& ConnectURL, FString& Error ) PURE_VIRTUAL( UNetDriver::InitConnect, return true;); // server 服务器启动监听 ENGINE_API virtual bool InitListen(cl...
TestFloat = FCString::Atof(*MyFString); //float to FString FString TestString = FString::SanitizeFloat(TestFloat); FString to std::string 互转#include <string> //FString to std::string FString UE4Str = "Dog"; std::string MyStdString = TCHAR_TO_UTF8(*UE4Str); //std::string to ...
FString转FName TestHUDName = FName(*TestHUDString); 1. FText到FName的转换不存在,可先转到FString,再转换到FName FText -> FString -> FName不可靠。因为FName不区分大小写,所以转换存在损耗 1. 执行这些转换时,需注意它们可能包含对创建中的 FName 类型无效的字符。 NameTypes.h 文件中的 INVALID_NA...
return "savedata"..to_string(idx); } //存档至编号X void SaveGame(int idx) { auto save = SerializeSaveData(); auto fileName = GetSaveDataName(idx); auto f = fopen(fileName.c_str(), "w+"); fprintf(f, "%s", save);
FIntPoint size{1920,1080};floatfactor =2.0; UWorld*InWorld =GWorld; UCaptureRenderTarget*CaptureRTT = NewObject<UCaptureRenderTarget>(GWorld); CaptureRTT->AddToRoot(); CaptureRTT->OnCaptureCompleted().AddLambda([&](UCaptureRenderTarget *c) ...
(WidgetBlueprint); WidgetBlueprint->AddToRoot(); } return WidgetBlueprint; } /** * 编译用户控件蓝图 * @param {Blueprint} 用户控件蓝图指针 */ void CreateWBPMain::CompileBlueprint(UBlueprint* Blueprint) { FCompilerResultsLog LogResults; FString BlueprintPathName = Blueprint->GetPathName();...
private:// 从构建数据增加FLumenMeshCards.int32AddMeshCardsFromBuildData(constFMatrix& LocalToWorld,constFMeshCardsBuildData& MeshCardsBuildData,floatResolutionScale); }; 由此可知,FLumenSceneData存储着FLumenMeshCards以及以FLumenMeshCards为基础的图元FLumenPrimitive和图元实例FLumenPrimitiveInstance。每个FLumenPrim...
18 + FString LockOnMarkerWidgetPath = TEXT("/Game/Game/UI/WBP_LockOn.WBP_LockOn_C"); 19 + TSubclassOf<UUserWidget>LockOnMarkerWidgetClass = TSoftClassPtr<UUserWidget>(FSoftObjectPath(*LockOnMarkerWidgetPath)).LoadSynchronous(); 20 + //SetWidgetでnullptrを入れないとクラッシュす...