UE4 C++编程 究极常用API宝库

    xiaoxiao2025-08-08  14

    1.输出Log

    1.Log

    UE_LOG(LogTemp, Warning, TEXT("Hello")); UE_LOG(LogTemp, Warning, TEXT("%d %d"),a,b); UE_LOG(LogTemp, Warning, TEXT("%s"),*FStr);

    2.与蓝图属性(变量与函数)

    1.变量

    1.任意操作(EditAnyWhere)

    UPROPERTY(EditAnywhere) FString Filepath;

    2.不可编辑器编辑默认值

    UPROPERTY(VisibleAnywhere, BlueprintReadWrite) int NowIndex=-1;

    2.函数

    1.蓝图可调用不可重写

    UFUNCTION(BlueprintCallable) bool GetNextLineInfo(FString& SpokerName, float& DelayTime, FString& Content);

    3.常用API

    1.FString,TCHAR,TCHAR*操作

    1.FString化为字符串数组

    TArray<TCHAR> line = Str.GetCharArray();

    2.char转TCHAR

    L'#'

    3.FString取子串

    Str.Mid(Start,Num);

    4.FString判断是否是数字

    Str.IsNumeric()

    5.FString转float

    FCString::Atof(*Str)

    6.FString转TCHAR*

    *Str

    2.TArray操作

    1.长度

    Array.Num()

    2.文件读写

    1.FFileHelper

    #include "FileHelper.h" FFileHelper::LoadFileToStringArray(FileArray,*Filepath);

     

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