UE5[C++]字符串类型变量转换 FString to FName 互转 FString to FText 互转 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...
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>...
ItemTypeFilter, EContentBrowserItemTypeFilter::IncludeFiles); const bool bIncludeClasses = EnumHasAnyFlags(InFilter.ItemCategoryFilter, EContentBrowserItemCategoryFilter::IncludeClasses); 用意挺明显的,从过滤器里查找是否包含文件夹、文件以及类。 对于脚本资产显示,如果标签不包含类,肯定直接退出,如果不包含...
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 ...
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
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 ...
for (FHitResult Hit : HitResults)//创建单个碰撞结果集,对多对象碰撞结果集合进行遍历 { AActor* HitActor = Hit.GetActor(); if (HitActor) { //对Actor们做的事情 UKismetSystemLibrary::PrintString(this, TEXT("Hit Succeed,HitActorName is :") + HitActor->GetName()); } } }...
(*FString::Printf(TEXT("开始编译蓝图:%s"), *BlueprintPathName)); LogResults.bLogDetailedResults = GetDefault<UBlueprintEditorSettings>()->bShowDetailedCompileResults; LogResults.EventDisplayThresholdMs = GetDefault<UBlueprintEditorSettings>()->CompileEventDisplayThresholdMs; FKismetEditorUtilities::...
Currently, the Gridly Data Table supports synchronizing Boolean, Integer, Float, String and Enum types. You can now import/export data from UE5 to Gridly: Configuring Gridly All the settings for Gridly can be found in Edit -> Project Settings -> Plugins -> Gridly. They can also be found ...