Unreal Engine Blueprint API Reference Unreal Engine C++ API Reference Unreal Engine Python API Documentation Developer Documentation Unreal Engine Unreal Engine 5.1 Documentation Unreal Engine Blueprint API Reference To String (Float) To String (Float) To String (Float) ...
通过FCString来将FString转换成其他类型 FString 转换成 Integer FString TheString = "123.012"; int32 MyInt = FCString::Atoi(*TheString); FString 转换成 Float float MyFloat = FCString::Atof(*TheString); 将Float和Int转换成FString FString NewString = FString::FromInt(YourInt); FString FloatStri...
Converts a float vector value to a string, in the form 'X= Y= Z='Target is Kismet String LibraryInputsTypeNameDescription struct In Vec OutputsTypeNameDescription string Return Value Converts a float vector value to a string, in the form 'X= Y= Z='...
usingUnrealEngine.Runtime;[Class]publicclassMyInputActor:Actor{[Property]publicstringMyProperty{get;set;}="Hello, Input!";publicoverridevoidBeginPlay(){base.BeginPlay();EnableInput(this);}publicoverridevoidTick(floatdeltaTime){base.Tick(deltaTime);if(GetWorld().GetFirstPlayerController().InputKey(E...
双击打开,在 EventGraph 页面,添加 Float 变量 Speed, 然后构建蓝图逻辑如图: image 再打开 AnimGraph 页面,右键 New State Machine 连接 Output Pose。 image 双击New State Machine -> Add State 命名为 Base,双击打开后将我们的融合动画 Knight_BS 拖进来,并赋值 Speed, 效果如图: ...
string[] {"Core","CoreUObject","Engine","InputCore","OTelSDK"}); 返回您项目的根目录,右键单击UEExampleProject.uproject文件,然后单击Generate Visual Studio project files。 重新打开您的项目,Visual Studio会自动重新加载您的项目。 步骤四:验证插件 ...
Float double 8 Name FName 12 不区分大小写。它们为不可变,无法被操作。 String FString 16 可变字符串 Text FText 24 文本本地化的主要组件 Vector FVector 24 Vector2D FVector2D 16 Rotator FRotator 24 Transform FTransform 96 UObject UObject 48 UFunction UFunction 264 AActor AActor 1024 ...
int32 TotalDamage;UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Damage")floatDamageTimeInSeconds;UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Transient, Category="Damage")floatDamagePerSecond; ... }; DamageTimeInSeconds是设计者不能改变的属性,它的值是通过设计者设置的值计算出来的,VisibleAnywhere...
ToPaintGeometry(), FText::FromString("Hello Slate"), FontInfo); //绘制文字 return LayerId; } FVector2D ComputeDesiredSize(float LayoutScaleMultiplier) const override { return FVector2D::ZeroVector; // 使用零向量会填充父控件的内容 } private: FVector2D LastMouseDownPosition = FVector2D::Zero...
1. 修改XcodeProject.cs文件/Applications/UnrealEngine/UE_4.23/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/Xcode/XcodeProject.cs 修改如下: 在函数: private void AppendProjectBuildConfiguration(StringBuilder Content, string ConfigName, string ConfigGuid) ...