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);