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>...
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 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 ...
EndsWith("]")) { bInSection = false; } if (bInSection) { int32 Pos = Line.Find("="); if (Pos != INDEX_NONE) { FString Name = Line.Left(Pos); FString Value = Line.Mid(Pos + 1); if (Name == VarName) { return Value; } } } } return ""; } 编译并重启编辑器,拖拽...
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. PrimaryActorTick.bCanEverTick = true; } int ALoadLocalPic::testFunc(int a, int b) { return a + b; } UTexture2D* ALoadLocalPic::LoadImageFromFile(const FString& Image...
int32 Result=Param1*2; UE_LOG(LogTemp,Warning,TEXT("Result:%d"),Result); } elseif(Param2<0.5f) { // 执行逻辑2 floatResult=FMath::Square(Param2); UE_LOG(LogTemp,Warning,TEXT("Result:%f"),Result); } else { // 执行逻辑3 FString Result=FString::Printf(TEXT("Param1:%d, Param2:...
void SendToServer(FString Message); UPROPERTY(BlueprintAssignable, VisibleAnywhere, Category = Network) FReceiveSocketDataDelegate ReceiveSocketDataDelegate; protected: //客户端Sokcet class FSocket* ClientSocket; //发送的数据大小 int32 SendDataSize; ...
FString LoadSlotName = FString(); //当前使用活后续保存的存档索引 UPROPERTY() int32 LoadSlotIndex = 0; }; 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 然后在我们自定义的GameMode里增加一个参数用于设置玩家生成的PlayerStart的标签 ...
voidUTestObject::BeginDestroy(){boolbTrueValid=this->IsValidLowLevel();FString _name=CurPlayerName;auto_age=CurPlayerAge;// 调用父类销毁Super::BeginDestroy();} 通过StaticOBJ来测试 AddToRoot就不会触发GC回收 没有AddToRoot,第二次进测试函数时IsValidLowLevel已然失效 ...
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(); ...