0f, FColor::Red, FString(UTF8_TO_TCHAR(szInfo))); UE_LOG(LogTemp, Error, TEXT("%s"), UTF8_TO_TCHAR(szInfo)); } }; 2.2. 解析 打印输出信息我认为还是C语言的格式化输出比较方便(类似printf("个数:%d", num);),使用格式化占位符来拼接字符串。 UE的字符串类FString管理的是TCHAR字符串,...
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...
*/ TSharedPtr<FStreamableHandle> RequestAsyncLoad(TArray<FSoftObjectPath> TargetsToStream, TFunction<void()>&& Callback, TAsyncLoadPriority Priority = DefaultAsyncLoadPriority, bool bManageActiveHandle = false, bool bStartStalled = false, FString DebugName = TEXT("RequestAsyncLoad ArrayLambda"))...
("CustomAssetEditorApp"), CustomAssetEditorLayout, true, true, InCustomAsset); } TSharedRef<SDockTab> FCustomAssetEditor::SpawnTab_CustomTab(const FSpawnTabArgs& Args) { return SNew(SDockTab) [ //Add A New S Element SNew(SButton) .Text(FText::FromString("Custom Tab!")) ]; } #...
Print Stringx 2 创建您的蓝图,如下所示: 选择在Event BeginPlay的输出引脚并将其拖动到事件图表中的打开位置。 在"可执行行动对话框中,搜索Set Play Fab Settings将其添加到"规划图"。在Set Play Fab Settings中, 如果Game Title id为空,请将其设置为您游戏的Title ID。
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...
如果tag是string tag是html保留标签 自定义组件调用createComponent 自定义标签 组件调用createComponent vnode处理 // core/vdom/create-element.js export function _createElement ( context: Component, tag?: string | Class<Component> | Function | Object, data?: VNodeData, children?: any, normalizationType...
returned from the "aws gamelift get-compute-auth-token" API. Note this will expire and require a new call to the API after 15 minutes.if(FParse::Value(FCommandLine::Get(),TEXT("-authtoken="), serverParameters.m_authToken)){UE_LOG(GameServerLog, Log,TEXT("AUTH_TOKEN: %s"), *...
); string CppWinRTExe = Path.Combine(NugetFolder, CppWinRTName, "bin", "cppwinrt.exe"); string CppWinRTFolder = Path.Combine(PluginDirectory, "Intermediate", CppWinRTName, MyModuleName); Directory.CreateDirectory(CppWinRTFolder); // all downloaded winmd file with WinSDK to be processed...
// Right-click on a material in the project and select "Copy Reference" to get this string. FString CameraMatPath("Material'/Game/Materials/CamTextureMaterial.CamTextureMaterial'"); UMaterial* BaseMaterial = (UMaterial*)StaticLoadObject(UMaterial::StaticClass(), nullptr, *CameraMatPath, nullpt...