基础类型转换(int bool float char wchar_t): FString TheString=TEXT("中文123.021");char*myChar=TCHAR_TO_UTF8(*TheString);myChar=TCHAR_TO_ANSI(*TheString);std::string stdStr=TCHAR_TO_UTF8(*TheString);stdStr=TCHAR_TO_ANSI(*TheString);std::wstring stdWStr=TCHAR_TO_WCHAR(*TheString);t...
FString to FText互转//FString to FText FText MyText = FText::FromString(Str1); //FText to FString 不可靠,在一些语言中存在损耗 FString MyString= MyText.ToString(); FString to int32 互转 //FString to int32 int32 TestInt = FCString::Atoi(*MyFString); //int32 to FString FString Te...
FString 转换成 int 和 float,是通过 FCString::Atoi、FCString::Atof 等函数族完成。 FStringIntStr="1234";FStringFloatStr="1234.1234";//FString --> intint32ii=FCString::Atoi(*IntStr);//FString --> floatfloatff=FCString::Atof(*FloatStr); 五,FString 转 TCHAR* 只需要对 FString 解引用即可...
FString to int32 互转 //FString to int32 int32 TestInt = FCString::Atoi(*MyFString); //int32 to FString FString TestString = FString::FromInt(TestInt); FString to float 互转 //FString to float float TestFloat = FCString::Atof(*MyFString); //float to FString FString TestString = ...
FString("经验元属性标签") ); 1. 2. 3. 4. 5. 6. 7. 8. 9. 添加被动技能监听经验 接下来,我们要实现一个技能用于监听经验的获取,这个技能相当于被动技能,在应用时自动激活。在技能里面监听整个属性事件,这样,不单单可以实现对经验值获取监听,还可以对后续的其它属性进行监听。在监听到对应的属性后,创建...
int ALoadLocalPic::testFunc(int a, int b) { return a + b; } UTexture2D* ALoadLocalPic::LoadImageFromFile(const FString& ImagePath) { //判断地址为空 if (ImagePath.IsEmpty()) { Lib::echo("Path is empty", 3); return nullptr; ...
void Start(FString iDeviceNameIn); UFUNCTION(BlueprintCallable,category = "AI",meta = (displayName = "停止识别")) void End(TArray<uint8>& CaptureData,int32& SamplesRecorded); protected: FTimerHandle DelayTimeHandle; void DelayTimmer(); ...
TSet<int32>IntSet;IntSet.Reserve(10);// 预先申请IntSet.Add(1);IntSet.Add(3);IntSet.Add(2);IntSet.Add(2);// 只保留1个2IntSet.Emplace(4);// 避免创建临时文件 比如FStringIntSet.Emplace(5);IntSet.Emplace(6);IntSet.Append({7,8,9});// 可插入Set ...
ParticlesDebugMessage +="Mass: "+ FString::SanitizeFloat(ClusterHandle->M()) +" ";// 将Chaos::EObjectStateType转换为带反射的EObjectStateTypeEnumParticlesDebugMessage +="ObjectState: "+ StaticEnum<EObjectStateTypeEnum>()->GetNameByValue(static_cast<int64>(ClusterHandle->ObjectState())).ToStr...
(constITargetPlatform* TargetPlatform, UStaticMesh* StaticMeshAsset, FStaticMeshRenderData& RenderData,constFString& DistanceFieldKey, FSourceMeshDataForDerivedDataTask* OptionalSourceMeshData){staticconstautoCVarCards = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MeshCardRepresentation"))...