UE4 字符串拆分为数组蓝图,虚幻C++和C++

UE4 字符串拆分为数组蓝图,虚幻C++和C++:

1.蓝图中使用代码方式实现:

2.自身蓝图节点:

3.代码方式实现:

转载自https://blog.csdn.net/luomogenhaoqi/article/details/100130741?ops_request_misc=%257B%2522request%255Fid%2522%253A%2522161102300516780262586481%2522%252C%2522scm%2522%253A%252220140713.130102334.pc%255Fall.%2522%257D&request_id=161102300516780262586481&biz_id=0&utm_medium=distribute.pc_search_result.none-task-blog-2~all~first_rank_v2~rank_v29-2-100130741.pc_search_result_cache&utm_term=%E8%93%9D%E5%9B%BEsplit&spm=1018.2226.3001.4187

配置文件路径如下:

按数据格式,把每项数据读取存放到数组,实现如下:

#include "Misc/FileHelper.h"//

USTRUCT(BlueprintType)
struct FAxisInfo
{
    GENERATED_USTRUCT_BODY()
    UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "MotoShakeDll")
        int32 axis1;
    UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "MotoShakeDll")
        int32 axis2;
    UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "MotoShakeDll")
        int32 axis3;

    FAxisInfo()
    {
        axis1 = 0;
        axis2 = 0;
        axis3 = 0;
    }
};

void XXXX::InitDataFile()
{
    FString IniFilePath = FPaths::Combine(*FPaths::ProjectPluginsDir(), TEXT("AxisData.ini"));
    FString Text;
    
    AxisInfoArray.Empty();//清空之前的数据

    if (FFileHelper::LoadFileToString(Text, *IniFilePath))//头文件#include "Misc/FileHelper.h"//
    {
        
        TArray<FString>    StrGroupArray;
        FString LeftS ;
        FString RightS;
        
        Text.Trim();//去掉所有空格
        FString DataX, DataY, DataZ;

        FAxisInfo CurInfo;
        if (Text.Split("=", &LeftS, &RightS))//首字符"="
        {
            while (RightS.Split("=", &LeftS, &RightS) && !RightS.Equals("End"))
            {
                StrGroupArray.Add(LeftS);//每项都是0#0#0    8#8#8  16#16#16 等格式
            }

            UE_LOG(LogTemp, Warning, TEXT("InitDataFile: StrGroupArray=%d"), StrGroupArray.Num());

            for (int32 i = 0; i < StrGroupArray.Num(); i++)
            {
                

             //每项都是0#0#0    8#8#8  16#16#16 等格式  每一项数字读取处理,两次切割每项字符串
                if (StrGroupArray[i].Split("#", &LeftS, &RightS))
                {
                     DataX = LeftS;
                    if(RightS.Split("#", &LeftS, &RightS))
                    {    
                        DataY = LeftS;
                        DataZ = RightS;
                    }
                
                }
                
                //添加到自定义结构体数字
                CurInfo.axis1 = FCString::Atoi(*DataX);
                CurInfo.axis2 = FCString::Atoi(*DataY);
                CurInfo.axis3 = FCString::Atoi(*DataZ);

                AxisInfoArray.Add(CurInfo);

            }

        }
        
        UE_LOG(LogTemp, Warning, TEXT("InitDataFile:AxisInfoArray= %d"), AxisInfoArray.Num());
    }
    else
    {
        UE_LOG(LogTemp, Warning, TEXT("InitDataFile: Null "));
    }

}

4.虚幻C++实现:
转载自https://blog.csdn.net/earlyAutumnOfRain/article/details/80894754?ops_request_misc=%257B%2522request%255Fid%2522%253A%2522161102300516780262586481%2522%252C%2522scm%2522%253A%252220140713.130102334.pc%255Fall.%2522%257D&request_id=161102300516780262586481&biz_id=0&utm_medium=distribute.pc_search_result.none-task-blog-2~all~first_rank_v2~rank_v29-1-80894754.pc_search_result_cache&utm_term=%E8%93%9D%E5%9B%BEsplit&spm=1018.2226.3001.4187


//将字符串按逗号拆分为数组
FString level = TEXT("1,2,3");
TArray<FString> LevelArr;
level.ParseIntoArray(LevelArr, TEXT(","), true);

//将字符串数组转化为整形
int32 level0 = 0;
int32 level1 = 0;
int32 level2 = 0;
Lex::FromString(level0, *LevelArr[0]);
Lex::FromString(level1, *LevelArr[1]);
Lex::FromString(level2, *LevelArr[2]);


UE4里的节点可根据C++思路去实现,但是官方封装了更适合引擎的节点。

 

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