打印字符串
输出字符串到控制台
FString filePath
UE_LOG(LogTemp, Log, TEXT("%s"), *filePath);
UE_LOG(LogTemp, Error, TEXT("Hello,World!"));
输出字符串到屏幕上
#include "Engine.h"
FString filePath;
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("DLL_Init")));
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("%s"), *filePath));
字符串 <-> 数字
数值 -> std::string
std::string to_string( long value );
std::string to_string( long long value );
std::string to_string( unsigned value );
std::string to_string( unsigned long value );
std::string to_string( unsigned long long value );
std::string to_string( float value );
std::string to_string( double value );
std::string to_string( long double value );
FString -> Integer
FString TheString = "123.021";
int32 MyShinyNewInt = FCString::Atoi(*TheString);
FString -> Float
FString TheString = "123.021";
int32 MyShinyNewInt = FCString::Atof(*TheString);
Float/Integer -> FString
FString NewString = FString::FromInt(YourInt);
FString VeryCleanString = FString::SanitizeFloat(YourFloat);
UE4 相关头文件
CString.h
UnrealString.h
NameTypes.h
StringConv.h (TCHAR_TO_ANSI etc)
- CString.h 可以查到更多,如
atoi64 (string to int64)
Atod(string to double precision float)
- 更多关于 FString 的操作可以到
UnrealString.h找到.
字符串转换(FNames / FText / std::string / char*)
FString -> FNames
FString TheString = "UE4_C++_IS_Awesome";
FName ConvertedFString = FName(*TheString);
FString -> FText
FString Str = TEXT("str");
FText Text = FText::FromString(Str);
FText -> FString
FString Name = NameDesc->GetText().ToString();
std::string -> FString
#include <string>
//....
std::string TestString = "Happy";
FString HappyString(TestString.c_str());
FString -> std::string
#include <string>
//....
FString UE4Str = "Flowers";
std::string MyStdString(TCHAR_TO_UTF8(*UE4Str));
FString -> char *
///1
FString str
string t = TCHAR_TO_UTF8(*str);
char * returnvalue = (char *)malloc(sizeof(char) * (t.length() + 1));
strncpy_s(returnvalue, t.length() , t.c_str(), t.length());
///2
int ARPG_Database::BP_GetColumnIndex(int resultSet, FString columnName)
{
return GetColumnIndex(resultSet, TCHAR_TO_ANSI(*columnName));
}
int ARPG_Database::GetColumnIndex(int iResult, const char* columnName)
{
}
FString -> const char *
const char *plainText= TCHAR_TO_ANSI(*aes_content);
FString -> TCHAR *
int ARPG_Database::BP_GetColumnIndex(int resultSet, FString columnName)
{
return GetColumnIndex(resultSet, *columnName);
}
int ARPG_Database::GetColumnIndex(int iResult, const TCHAR* columnName)
{
}
三种字符串类型分别的使用场景
FName 通常是某个东西的 ID。 它们不区分大小写,这可能是记住它们最重要的一点。
- 资产名称
- 材质参数
- 带标签的演员
- 骨骼的名字
FText 通常是你想让用户看到的任何内容,即使你不打算进行本地化。
- 你在
HUD上显示的任何文本 - 当你的玩家输入他们的名字获得高分时
- 日历日期和时间
FString 允许您操作变量值,比如反转字符串或获取子字符串。
- 建立一个网址 URL
- 新建一个欲保存的文件名
字符(uint8)数组
FArrayReaderPtr -> FString
uint8 data[512];
FMemory::Memzero(data, 512);
FMemory::Memcpy(data, ArrayReaderPtr->GetData(), ArrayReaderPtr->Num());
FString str = ((const char*)data);
TArray<uint8> -> FString
TArray<uint8> content;
...
const std::string cstr(reinterpret_cast<const char*>(content.GetData()), content.Num());
FString frameAsFString = cstr.c_str();
UE_LOG(VRSLog, Warning, TEXT("%s"), *frameAsFString);
FString -> TArray<uint8>
FString JsonStr;
TArray<uint8> content;
content.SetNum(JsonStr.Len());
memcpy(content.GetData(), TCHAR_TO_ANSI(*JsonStr), JsonStr.Len());
FString StrData;
const TCHAR* StrPtr = *StrData;
FTCHARToUTF8 UTF8String(StrPtr);
int32 CTXSize = UTF8String.Length();
TArray<uint8> URLData;
URLData.SetNum(CTXSize);
memcpy(URLData.GetData(), UTF8String.Get(), CTXSize);