1. FString转换FName FString TheString = "DDDDD"; FName MyName = FName(*TheString); 2. std::string转换FString std::string TheString = "DDDDD"; FString MyString = (TheString.c_str()); 3. FString转换std::string FString strUE4 = "DDDDD"; std::string MyStdString = (TCHAR_TO_UTF8...
(std::string animationName, bool loop /*= true*/) { std::string animationPath = "/Game/Mannequin/Animations/" + animationName; FString AnimationFString(UTF8_TO_TCHAR(animationPath.c_str())); const TCHAR* AnimationText = *AnimationFString; USkeletalMeshComponent *skeletalMeshComponent = Cast...
1 .FString 到TArray<uint8> TArray<uint8> SomeClass::StringToBytes(FString string) { FTCHARToUTF8 Convert(*string); TArray<uint8> output(reinterpret_cast<const uint8*>(Convert.Get()), Convert.Length()); return output; } 2.TArray<uint8> 到 FStringFString SomeClass::BytesToString(const...
Full Topic: String Handling(opens new window) FString FString是可变字符串,类似于std::string,FString有很多方法,让处理字符串更简单,为了创建一个新的FString,请使用TEXT()宏: FString MyStr =TEXT("Hello, Unreal 4!"); Full Topic: FString API(opens new window) FText FText和FString相似,但它是为了...
UE的字符串类FString管理的是TCHAR字符串,TCHAR是char与wchar_t的封装,在ANSI本地编码中是char,在Unicode国际化编码中是wchar_t。 UTF8_TO_TCHAR宏会将UTF8字符串转换成TCHAR字符串。这段输出打印代码如果要输出中文,需要把代码文件的编码更改为UTF8编码。 输出日志可以显示在“输出日志”面板:窗口->开发者工具...
new string[] { "ShooterGame/Private", "ShooterGame/Private/UI", "ShooterGame/Private/UI/Menu", "ShooterGame/Private/UI/Style", "ShooterGame/Private/UI/Widgets", } ); 相当于普通C++项目中附加包含路径: 常用的就是这些,具体参数可访问: https://docs.unrealengine.com/5.0/zh-CN/module-properties-...
示例代码: 代码语言:javascript 代码运行次数:0 运行 AI代码解释 FFileHelper::SaveStringToFile(TEXT(RAW_APP_ID),TEXT("steam_appid.txt"));SteamAPI_RestartAppIfNecessary(atoi(APP_ID));if(SteamAPI_Init()){GEngine->AddOnScreenDebugMessage(-1,10.0f,FColor::Green,FString::Printf(TEXT("22222")))...
SetDuplicateLevelID(FCString::Atoi(LevelPrefixOverrideOption)); } if (GetDuplicateLevelID() == -1) { // Set this driver as the demo net driver for the source level collection. FLevelCollection* const SourceCollection = World->FindCollectionByType(ELevelCollectionType::DynamicSourceLevels); ...
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 通过C++ Header Preview工具查看实际映射 /** Please add a class description...
usingUnrealBuildTool;usingSystem.Collections.Generic;publicclassGameLiftUnrealApp:ModuleRules{publicGameLiftUnrealApp(TargetInfo Target){PublicDependencyModuleNames.AddRange(newstring[]{"Core","CoreUObject","Engine","InputCore","GameLiftServerSDK"}); bEnableExceptions =true; } } ...