To FString const std::string cstr1(reinterpret_cast<const char*>(MyArr.GetData()), MyArr.Num()); FString MyStr(UTF8_TO_TCHAR(cstr1.c_str())); UE_LOG(LogTemp, Warning, TEXT("%s"), *MyStr); FString to enum 互转 enum ETestEnum { East, South, West, North, }; enum to ...
void Unserailize(string instr, int& val) {val = atoi(instr.c_str());} template<> void Unserialize(string instr, const char*& val) {/*逻辑有些复杂, 我们不列具体实现*/} template<typename ELEM> void Unserailize(string instr, vector<ELEM>...
or 'Max' if the string is not valid.*/PROJECTS_APIELoadingPhase::TypeFromString(constTCHAR*Text);/*** Returns the name of a module load phase.** @paramThe value to convert to a string* @returnThe string representation of this enum value...
*Guid); FString DirPath = "/Game/"; FString WBPDirPath = DirPath + "WBP/"; FString WBPPackage = WBPDirPath + WBPName; UE_LOG(LogTemp, Log, TEXT("CreateWBP 路径为: %s"), *WBPPackage); // 创建用户控件蓝图 UWidgetBlueprint* Widget = CreateWBPMain::CreateWidgetBlue...
Engine SharedPCH - Skipping 'type_traits' found in 'C:\Program Files\Epic Games\UE_5.3\Engine\Source\Runtime\Core\Public\AutoRTFM\AutoRTFM.h' because it doesn't appear to be a module header. Engine SharedPCH - Could not find include directory for 'string.h' found in 'C:\Program Fil...
Add "GeometryScriptingEditor", "GeometryScriptingCore", and "GeometryCore" to PublicDependencyModuleNames in your build.cs file. For example: PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "NavigationSystem", "AIModule",...
String id; @AVueInput(prop = "username", label = "用户名称", search = true, searchRequired = true, onClick = "testB") private String username; // 普通枚举 @AVueSelect(prop = "checkStatus", label = "认证状态", dicData = "CheckStatusEnums", search = true) private String ...
API change: waypoint's lane_type is now an enum, carla.LaneType API change: carla.LaneMarking is not an enum anymore, extended with color, type, lane change, and width API extension: map.get_waypoint accepts an extra optional flag argument lane_type for filtering lane types API extension:...
CustomProperties Pin (PinId=4F8B760D4D45834A6B376E8A78F4515C,PinName="ObjectTypes",PinToolTip="Object Types\nEObjectTypeQuery枚举值数组\n\n要检测的对象类型的数组",PinType.PinCategory="byte",PinType.PinSubCategory="",PinType.PinSubCategoryObject=/Script/CoreUObject.Enum'"/Script/Engine.EObj...
UnrealCSharp是UE下C#编程插件,基于.NET 8(Mono),支持全部的反射类型,自动生成C#代码,能够静态导出各种数据类型和函数,同时拥有强大的动态类特性,可以通过C#直接生成UClass,UInterface,UStruct和UEnum,并且不需要蓝图载体。目前已适配Windows,macOS,Linux,Android和IOS多个平台;支持Dedicated Server;支持Editor,Runtime和An...