先将FString转换为string,再转换为char*。具体源码如下: TArray<FString> SourceValue; ... // 对SourceValue塞入数据 std::vector<std::string> StringArray; for (int I = 0; I < SourceValue.Num(); I++) { StringArray.push_back(std::string(TCHAR_TO_UTF8(*(SourceValue[I]))); } std:...
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...
FVector ACesiumGeoreference::AccurateTransformLongitudeLatitudeHeightFStringToUnreal(const FString& sLongitudeLatitudeHeight) const{ TArray<FString> stringArray; sLongitudeLatitudeHeight.ParseIntoArray(stringArray, TEXT(","), false); glm::dvec3 TargetLongitudeLatitudeHeight = glm::dvec3(FCString::Atod(...
FString & Append ( const CharType* Str, int32 Count ) Append a string and return a reference to this FString & Append ( CharRangeType&& Str ) Append a string and return a reference to this FString & Append ( CharType* Str ) Append a valid null-terminated string and return a refe...
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...
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,但它是为了本地化的文本,为了创建一个新的FText,使用NSLOCTEXT宏,...
FString file_path = JsonObject->GetStringField(TEXT("file_path")); onPttStreamRecognitionisRunning(nResult,file_path, fileid, text); } } 错误码 错误码 含义 处理方式 32775 流式语音转文本失败,但是录音成功 调用UploadRecordedFile 接口上传录音,再调用 SpeechToText 接口进行语音转文字操作 32777 流...
传入Fstring函数返回int(function return FString and pass int) 0.930042 0.223207 与slua unity版本相比,因为unreal的蓝图反射更高效,没有gc alloc开销,基于蓝图反射的方法的性能比slua unity的静态代码生成还要快1倍,而cppbinding则快一个数量级。 相关参考 slua-unreal依赖dot-clang做c++静态代码生成的工具稍后开源,...
FString someString = row-SomeString; UE_LOG( LogTemp, Warning, TEXT( %s ), *someString ); } Any command-line input or output is written as follows: LogTemp: Combat started New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or...
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-...