虚幻4学习---UE4中的字符串转换
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虚幻4学习---UE4中的字符串转换(文章来自于UE4官方文档)
String Conversions:
FString to FName
FString to Int32
Float to FString
FArrayReaderPtr to FString (新增)
TArray<uint8> to FString(新增)
FString to char *(新增) TCHAR_TO_ANSI()
FString to TCHAR *(新增)
Overview
- FString to FName
- std::string to FString
- FString and FCString Overview
- FString to Integer
- FString to Float
- Float/Integer to FString
- UE4 C++ Source Header References
All the header files I refer to in this tutorial are found in
your UE4 install directory / Engine / Source
you will probably want to do a search for them from this point :)
Converting FString to FNames
Say we have
FString TheString = "UE4_C++_IS_Awesome";
To convert this to an FName you do:
FName ConvertedFString = FName(*TheString);
std::string to FString
#include <string> //.... some function{ std::string TestString = "Happy"; FString HappyString(TestString.c_str());}
FString to std::string
#include <string> //....FString UE4Str = "Flowers";std::string MyStdString(TCHAR_TO_UTF8(*UE4Str));
FCString Overview
Converting FString to Numbers
The * operator on FStrings returns their TCHAR* data which is what FCString functions use.
If you cant find the function you want in FStrings (UnrealString.h) then you should check out the FCString functions (CString.h)
I show how to convert from FString to FCString below:
Say we have
FString TheString = "123.021";
FString to Integer
int32 MyShinyNewInt = FCString::Atoi(*TheString);
FString to Float
float MyShinyNewFloat = FCString::Atof(*TheString);
Note that Atoi and Atof are static functions, so you use the syntax FCString::TheFunction to call it :)
Float/Integer to FString
FString NewString = FString::FromInt(YourInt); FString VeryCleanString = FString::SanitizeFloat(YourFloat);
Static functions in the UnrealString.h :)
UE4 Source Header References
CString.hUnrealString.hNameTypes.h
See CString.h for more details and other functions like
atoi64 (string to int64)Atod(string to double precision float)
For a great deal of helpful functions you will also want to look at
UnrealString.h for direct manipulation of FStrings!
NameTypes.h
Enjoy!
------------------------------------------------------------------------------
FArrayReaderPtr to FString
uint8 data[512];FMemory::Memzero(data, 512);FMemory::Memcpy(data, ArrayReaderPtr->GetData(), ArrayReaderPtr->Num());FString str = ((const char*)data);
Array<uint8> to 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 to char * TCHAR_TO_ANSI()
int BP_GetColumnIndex(int resultSet, FString columnName){ return GetColumnIndex(resultSet, TCHAR_TO_ANSI(*columnName));} int GetColumnIndex(int iResult, const char* columnName){}
FString to TCHAR *
int BP_GetColumnIndex(int resultSet, FString columnName){ return GetColumnIndex(resultSet, *columnName);} int GetColumnIndex(int iResult, const TCHAR* columnName){}
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