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>...
ToBool(); // FString到bool的转换(注意:这种方法依赖于FString的内容能否被解析为true或false) UE_LOG(LogTemp, Warning, TEXT("FString: %s, Int: %d, Float: %f, Bool: %s"), *fstringValue, intValue, floatValue, boolValue ? TEXT("true") : TEXT("false")); return 0; } 示例3:FString...
UE500015--SwitchOnString结点 04:42 UE500016--?IsValid 04:38 UE500017--ForEachLoop遍历数组 07:17 UE500018--Get(a copy)读取数组元素 01:56 UE500019--Get(a ref)读取数组元素 01:50 UE500020--SetArrayElem设置数组元素 01:02 UE500021--枚举(enum)的创建与简单应用 05:07 UE5000...
TestFloat = FCString::Atof(*MyFString); //float to FString FString TestString = FString::SanitizeFloat(TestFloat); FString to std::string 互转#include <string> //FString to std::string FString UE4Str = "Dog"; std::string MyStdString = TCHAR_TO_UTF8(*UE4Str); //std::string to ...
它是 float 类型。 第三个参数是确定文本颜色的参数。 第四个参数是消息本身。注意,整个字符串只能占用一个参数,因此,要打印有多个参数组成的复杂内容,可以使用 FString::Printf() [1]。 float x = 10.f; int32 y = 5; GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(...
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);...
TestHUDString.ToBool(); > //FString -> int FCString::Atoi(*TestHUDString); > //FString -> float FCString::Atof(*TestHUDString); 1. 2. 3. 4. 5. 6. 7. 8. FString之间的比对 重载的==操作符可以用来比较两个FStrings,或者比较一个FString和一个TCHAR *的数组。还有FString :: Equals(...
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: 从蛇头开始到蛇尾方向,记录每个部位所在的网格. save = save + SAVE_SPLITTER + StreamingSnake(); //StreamingAppleList(...
FDirectLighting Lighting;#ifSUPPORTS_ANISOTROPIC_MATERIALSboolbHasAnisotropy =HasAnisotropy(GBuffer.SelectiveOutputMask);#elseboolbHasAnisotropy =false;#endiffloatNoV, VoH, NoH;BRANCHif(bHasAnisotropy){ half3 X = GBuffer.WorldTangent; half3 Y =normalize(cross(N, X));Init(Context, N, X, Y, ...
(floatDeltaTime)override;2829//Called to bind functionality to input30virtualvoidSetupPlayerInputComponent(classUInputComponent* PlayerInputComponent)override;3132public:33classUAbilitySystemComponent* GetAbilitySystemComponent()constoverride34{35returnAbilitySystemComponent.Get();36}3738UPROPERTY(BlueprintReadOnly...