然后在某个地方动态加载DLL,在使用前,可以写到StartupModule函数中: FString BaseDir = IPluginManager::Get().FindPlugin("ThirdPartyLibrary")->GetBaseDir(); // Add on the relative location of the third party dll and load it FString LibraryPath; #if PLATFORM_WINDOWS LibraryPath = FPaths::Combine...
3. FString转换std::string FString strUE4 = "DDDDD"; std::string MyStdString = (TCHAR_TO_UTF8(*strUE4)); 4. 其他数据类型和FString的互相转换 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...
TypeConvert::Int32ToBuffer(len,buffer,offset); TypeConvert::StringToBuffer(Number,buffer,offset); TypeConvert::Int32ToBuffer((int32_t&)Type,buffer,offset); } void Deserialize(char* buffer,int& offset) { int len = 0; len = 0; TypeConvert::BufferToInt32(len, buffer, offset); TypeConve...
int32 Port; // Map name, i.e. "SkyCity", default is "Entry". UPROPERTY() FString Map; // Options. UPROPERTY() TArray<FString> Op; } 可以看到里面有关键的 Host 和 Port 等信息。 Listen 接口具体做了什么呢? 通过UEngine:: CreateNamedNetDriver创建 NetDriver,主要驱动网络同步 UNetDriver::I...
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(FString(UTF8_TO_TCHAR(data))); FJsonSerializer::Deserialize(Reader, JsonObject); if (eventType == ITMG_MAIN_EVENT_TYPE_ENTER_ROOM) { int32 result = JsonObject->GetIntegerField(TEXT("result")); FString error_inf...
Log an FString %s 字符串在Log中是使用TCHAR* 的, 所以我们要使用 *FString //"阿妹你看,上帝压狗!" UE_LOG(YourLog,Warning,TEXT("阿妹你看,上帝压%s!"), *TheDog->GetName() ); 1. 2. Log an Int //"有了金坷垃,小麦亩产1800!" ...
FString serialized = TEXT("loadPlayer|1");TCHAR *serializedChar = serialized.GetCharArray().GetData();int32 size = FCString::Strlen(serializedChar);int32 sent = 0; 发送内容FString转换成TCHAR*,格式化发送数据 bool successful = Socket->Send((uint8*)TCHAR_TO_UTF8(serializedChar), size, sent...
{ std::string animationPath = "/Game/Mannequin/Animations/" + animationName; FString AnimationFString(UTF8_TO_TCHAR(animationPath.c_str())); const TCHAR* AnimationText = *AnimationFString; USkeletalMeshComponent *skeletalMeshComponent = Cast<USkeletalMeshComponent>(GetComponentByClass(USkeletalMesh...
Log an FString %s 字符串在Log中是使用TCHAR* 的, 所以我们要使用 *FString //"阿妹你看,上帝压狗!"UE_LOG(YourLog,Warning,TEXT("阿妹你看,上帝压%s!"), *TheDog->GetName() ); Log an Int //"有了金坷垃,小麦亩产1800!"UE_LOG(YourLog,Warning,TEXT("有了金坷垃,小麦亩产%d!"),1800); ...
二、创建和填充单映射 如果你想创建一种单映射关系,每一个角色的名称对应着价格: TMap<FString, int32> charaPrice; 现在,让我们来添加角色名称和价格的单映射关系: charaPrice.Add("皮城执法官", 6300 ); charaPrice.Add("皎月女神", 6 用户1198337 2018/01/19 1.9K0 【Linux】日志函数 开发者日志字符串...