UE5文件操作

       首先在虚幻引擎中创建UMyBlueprintFunctionLibrary类,可以在该类中写我们重复利用的功能,并且这些功能不依赖于特定的游戏对象,方便全局调用。

1.文件的读取和写入

	UFUNCTION(BlueprintCallable, Category = "File")
	static bool loadStringFromFile(FString filePath, FString& resultString);
	UFUNCTION(BlueprintCallable, Category = "File")
	static bool writeStringToFile(TArray<FString> saveFile, FString filePath);
bool UMyBlueprintFunctionLibrary::loadStringFromFile(FString filePath, FString& resultString)
{
	if (!filePath.IsEmpty())
	{
		if (FFileHelper::LoadFileToString(resultString, *filePath))
		{
			return true;
		}
		else
		{
			//error
		}
	}
	return false;
}

bool UMyBlueprintFunctionLibrary::writeStringToFile(TArray<FString> saveFile, FString filePath)
{
	if (!filePath.IsEmpty())
	{
		if (FFileHelper::SaveStringArrayToFile(saveFile, *filePath))
		{
			return true;
		}
		else
		{
			//error
		}
	}
	return false;
}

2.获取文件名、后缀名、文件名

        

	UFUNCTION(BlueprintCallable, Category = "File")
	static FString GetFilePath(FString path);
	UFUNCTION(BlueprintCallable, Category = "File")
	static FString GetFileName(FString InPath,bool bRemovePath);
	UFUNCTION(BlueprintCallable, Category = "File")
	static FString GetFileExtension(FString InPath, bool bInCludeDot);
FString UMyBlueprintFunctionLibrary::GetFilePath(FString path)
{
	FString result;
	result = FPaths::GetPath(*path);
	return result;
}

FString UMyBlueprintFunctionLibrary::GetFileName(FString InPath, bool bRemovePath)
{
	return FPaths::GetBaseFilename(*InPath,bRemovePath);
}

FString UMyBlueprintFunctionLibrary::GetFileExtension(FString InPath, bool bInCludeDot)
{
	return FPaths::GetExtension(*InPath,bInCludeDot);
}

3.创建文件夹和删除文件夹

	UFUNCTION(BlueprintCallable, Category = "File")
	static void CreateFolder(FString FolderName);
	UFUNCTION(BlueprintCallable, Category = "File")
	static void DeleteFolder(FString FolderName);

  在cpp中引入FileManagerGeneric.h

#include "Runtime/Core/Public/HAL/FileManagerGeneric.h"
void UMyBlueprintFunctionLibrary::CreateFolder(FString FolderName)
{
	//FString path = FPaths::ProjectContentDir();
	FPlatformFileManager::Get().GetPlatformFile().CreateDirectoryTree(*FolderName);
}

void UMyBlueprintFunctionLibrary::DeleteFolder(FString FolderName)
{
	//FString path = FPaths::ProjectContentDir();
	FPlatformFileManager::Get().GetPlatformFile().DeleteDirectoryRecursively(*FolderName);
}

4.文件的移动和查找

	UFUNCTION(BlueprintCallable, Category = "File")
	static bool MoveFileTo(FString To, FString From);
	UFUNCTION(BlueprintCallable, Category = "File")
	static TArray<FString> FindFileFolder(FString Path, FString Filter, bool Files, bool Directory);
bool UMyBlueprintFunctionLibrary::MoveFileTo(FString To, FString From)
{
	return IFileManager::Get().Move(*To,*From);
}

TArray<FString> UMyBlueprintFunctionLibrary::FindFileFolder(FString Path, FString Filter, bool Files, bool Directory)
{
	TArray<FString> FilePathList;
	FilePathList.Empty();
	FFileManagerGeneric::Get().FindFilesRecursive(FilePathList, *Path, *Filter, Files, Directory);
	return FilePathList;
}

5.全部代码

h文件部分:

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "MyBlueprintFunctionLibrary.generated.h"

/**
 * 
 */
UCLASS()
class STUDYCODEPROJECT_API UMyBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
{
	GENERATED_BODY()
public:
	UFUNCTION(BlueprintCallable, Category = "File")
	static bool loadStringFromFile(FString filePath, FString& resultString);
	UFUNCTION(BlueprintCallable, Category = "File")
	static bool writeStringToFile(TArray<FString> saveFile, FString filePath);
	UFUNCTION(BlueprintCallable, Category = "File")
	static FString GetFilePath(FString path);
	UFUNCTION(BlueprintCallable, Category = "File")
	static FString GetFileName(FString InPath,bool bRemovePath);
	UFUNCTION(BlueprintCallable, Category = "File")
	static FString GetFileExtension(FString InPath, bool bInCludeDot);
	UFUNCTION(BlueprintCallable, Category = "File")
	static void CreateFolder(FString FolderName);
	UFUNCTION(BlueprintCallable, Category = "File")
	static void DeleteFolder(FString FolderName);
	UFUNCTION(BlueprintCallable, Category = "File")
	static bool MoveFileTo(FString To, FString From);
	UFUNCTION(BlueprintCallable, Category = "File")
	static TArray<FString> FindFileFolder(FString Path, FString Filter, bool Files, bool Directory);
};

cpp文件部分:

// Fill out your copyright notice in the Description page of Project Settings.


#include "MyBlueprintFunctionLibrary.h"
#include "Runtime/Core/Public/HAL/FileManagerGeneric.h"

bool UMyBlueprintFunctionLibrary::loadStringFromFile(FString filePath, FString& resultString)
{
	if (!filePath.IsEmpty())
	{
		if (FFileHelper::LoadFileToString(resultString, *filePath))
		{
			return true;
		}
		else
		{
			//error
		}
	}
	return false;
}

bool UMyBlueprintFunctionLibrary::writeStringToFile(TArray<FString> saveFile, FString filePath)
{
	if (!filePath.IsEmpty())
	{
		if (FFileHelper::SaveStringArrayToFile(saveFile, *filePath))
		{
			return true;
		}
		else
		{
			//error
		}
	}
	return false;
}

FString UMyBlueprintFunctionLibrary::GetFilePath(FString path)
{
	FString result;
	result = FPaths::GetPath(*path);
	return result;
}

FString UMyBlueprintFunctionLibrary::GetFileName(FString InPath, bool bRemovePath)
{
	return FPaths::GetBaseFilename(*InPath,bRemovePath);
}

FString UMyBlueprintFunctionLibrary::GetFileExtension(FString InPath, bool bInCludeDot)
{
	return FPaths::GetExtension(*InPath,bInCludeDot);
}

void UMyBlueprintFunctionLibrary::CreateFolder(FString FolderName)
{
	//FString path = FPaths::ProjectContentDir();
	FPlatformFileManager::Get().GetPlatformFile().CreateDirectoryTree(*FolderName);
}

void UMyBlueprintFunctionLibrary::DeleteFolder(FString FolderName)
{
	//FString path = FPaths::ProjectContentDir();
	FPlatformFileManager::Get().GetPlatformFile().DeleteDirectoryRecursively(*FolderName);
}

bool UMyBlueprintFunctionLibrary::MoveFileTo(FString To, FString From)
{
	return IFileManager::Get().Move(*To,*From);
}

TArray<FString> UMyBlueprintFunctionLibrary::FindFileFolder(FString Path, FString Filter, bool Files, bool Directory)
{
	TArray<FString> FilePathList;
	FilePathList.Empty();
	FFileManagerGeneric::Get().FindFilesRecursive(FilePathList, *Path, *Filter, Files, Directory);
	return FilePathList;
}

  • 3
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 打赏
    打赏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

YanisWu

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值