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 = "123.01
%fnametofstring% %fnametoftext% %fstringtofname% %fstringtoftext% %ftexttofstring% %ftexttofname% %fstringtoint32% %fstringtofloat% %int32tofstring% %floattofstring% エンコード 一般的に、文字列変数のリテラルを設定する場合、TEXT()マクロを使用するようにします。TEXT() マクロを指定しな...
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...
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!" UE_LOG(YourLog,Warning,TEXT("有了金坷垃,小麦亩产%d!")...
int len = 0; len = 0; TypeConvert::BufferToInt32(len, buffer, offset); TypeConvert::BufferToString(Number,buffer,offset,len); TypeConvert::BufferToInt32((int32_t&)Type,buffer,offset); } }; struct FPersonStandard { std::string Name; ...
{ 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...
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() ); 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); ...
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 ...
FString msg = FString::Printf(TEXT("check Permission retcode =%d"), RetCode); GEngine->AddOnScreenDebugMessage(INDEX_NONE, 10.0f, FColor::Yellow, *msg); char strSig[128] = {0}; unsigned int nLength = 128; nLength = QAVSDK_AuthBuffer_GenAuthBuffer(nAppid, "0", userId.c_str...