FString to int32 互转 FString to float 互转 FString to std::string 互转 FString to char* 互转 FString to TCHAR* 互转 FString to TArray<uint8> 互转 FString to enum 互转 TCHAR* to Char* 互转 TCHAR* to std::string TArray64<uint8> to TArray<uint8>...
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 ...
save = save + SAVE_SPLITTER + to_string(GetScore()); //GetLevel()->string, 关卡表示, 障碍物 save = save + SAVE_SPLITTER + to_string(GetLevel()); //StreamingSnake()->string, 蛇所占的格子, 蛇头位置与方向 //表示方式: 从蛇头开始到蛇...
in combat system, pass origin and target index to spawn spell animations call cast spell on right click when action is set to cast spells 注意事项 when you use enum to search row in datatable, firstly you should convert enum to string, then string to row name 本节效果图示 change click ...
STATETREE_CLOG(bIsEnteringState, Log, TEXT("%*sEnter state '%s' %s"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *DebugGetStatePath(Transition.NextActiveStates, Index), *UEnum::GetValueAsString(CurrentTransition.ChangeType)); ...
StateTree 是一种UE5中新增的通用分层状态机,其组合了行为树中的 选择器(Selectors) 与状态机中的 状态(States) 和 过渡(Transitions) 。用户可以创建非常高效、保持灵活且井然有序的逻辑。 StateTree包含以树结构布局的状态。状态选择可以在树中的任意位置
TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes; ObjectTypes.Add(EObjectTypeQuery::ObjectTypeQuery2);//Pawn TArray<AActor* > IgnoreActors; //参数列表场景可查看同名蓝图节点 bool bIsHit = UKismetSystemLibrary::SphereTraceMultiForObjects(GetWorld(), BeginLocation, EndLocation, SeekRadius, Objec...
开关节点是对分支控制结构swich的模拟,不同类型的switch是指不同数据类型的开关:Int,String,Name,Enum; 当Int,String,Name开关节点被添加到蓝图时,都会只有一个Default引脚,可以自行移除; 对开关的编辑主要是添加、删除case; Branch 等同于if-else结构 DoN/DoOnce ...
(*FString::Printf(TEXT("开始编译蓝图:%s"), *BlueprintPathName)); LogResults.bLogDetailedResults = GetDefault<UBlueprintEditorSettings>()->bShowDetailedCompileResults; LogResults.EventDisplayThresholdMs = GetDefault<UBlueprintEditorSettings>()->CompileEventDisplayThresholdMs; FKismetEditorUtilities::...
enum EMaterialShadingModel 首先注册自定义着色模型的枚举值: MaterialShader.cpp \Engine\Source\Runtime\Engine\Private\Materials\MaterialShader.cpp FString GetShadingModelString 然后在MaterialShader.cpp中定义 MSM_Toon 枚举的字符标识: HLSLMaterialTranslator.cpp ...