【UE4 C++】简单获取名称、状态、时间、帧数、路径与FPaths

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基于UKismetSystemLibrary

获取各类名称

// Returns the actual object name.
UFUNCTION(BlueprintPure, Category = "Utilities")
static FString GetObjectName(const UObject* Object);

// Returns the full path to the specified object.
UFUNCTION(BlueprintPure, Category="Utilities")
static FString GetPathName(const UObject* Object);

// Returns the display name (or actor label), for displaying as a debugging aid.
// Note: In editor builds, this is the actor label.  In non-editor builds, this is the actual object name.  This function should not be used to uniquely identify actors!
// It is not localized and should not be used for display to an end user of a game.
UFUNCTION(BlueprintPure, Category="Utilities")
static FString GetDisplayName(const UObject* Object);

// Returns the display name of a class
UFUNCTION(BlueprintPure, Category = "Utilities", meta = (DisplayName = "Get Display Name"))
static FString GetClassDisplayName(UClass* Class);

// Engine build number, for displaying to end users.
UFUNCTION(BlueprintPure, Category="Development", meta=(BlueprintThreadSafe))
static FString GetEngineVersion();

/** Get the name of the current game  */
UFUNCTION(BlueprintPure, Category="Game", meta=(BlueprintThreadSafe))
static FString GetGameName();

/** Get the current user name from the OS */
UFUNCTION(BlueprintPure, Category="Utilities|Platform")
static FString GetPlatformUserName();

/** Returns the platform specific unique device id */
UFUNCTION(BlueprintPure, Category="Utilities|Platform", meta = (DeprecatedFunction, DeprecationMessage = "Use GetDeviceId instead"))
static FString GetUniqueDeviceId();

/** Returns the platform specific unique device id */
UFUNCTION(BlueprintPure, Category="Utilities|Platform")
static FString GetDeviceId();

获取各种状态

/** Returns whether the world this object is in is the host or not */
UFUNCTION(BlueprintPure, Category="Networking", meta=(WorldContext="WorldContextObject") )
static bool IsServer(const UObject* WorldContextObject);

/** Returns whether this is running on a dedicated server */
UFUNCTION(BlueprintPure, Category="Networking", meta=(WorldContext="WorldContextObject"))
static bool IsDedicatedServer(const UObject* WorldContextObject);

/** Returns whether this game instance is stand alone (no networking). */
UFUNCTION(BlueprintPure, Category="Networking", meta=(WorldContext="WorldContextObject"))
static bool IsStandalone(const UObject* WorldContextObject);

/** Returns whether we're currently running in split screen (more than one local player). */
UFUNCTION(BlueprintPure, Category = "Utilities", meta = (WorldContext = "WorldContextObject"))
static bool IsSplitScreen(const UObject* WorldContextObject);

/** Returns whether this is a build that is packaged for distribution */
UFUNCTION(BlueprintPure, Category="Development", meta=(BlueprintThreadSafe))
static bool IsPackagedForDistribution();

获取时间

/** 
 * Get the current game time, in seconds. This stops when the game is paused and is affected by slomo. 
 * 
 * @param WorldContextObject	World context
 */
UFUNCTION(BlueprintPure, Category="Utilities|Time", meta=(WorldContext="WorldContextObject") )
static float GetGameTimeInSeconds(const UObject* WorldContextObject);

/** Returns the value of GFrameCounter, a running count of the number of frames that have occurred. */
UFUNCTION(BlueprintPure, Category = "Utilities")
static int64 GetFrameCount();

获取常见路径

// Returns the full system path to a UObject
// If given a non-asset UObject, it will return an empty string
UFUNCTION(BlueprintPure, Category = "Utilities")
static FString GetSystemPath(const UObject* Object);

/** Get the directory of the current project */
UFUNCTION(BlueprintPure, Category="Utilities|Paths", meta=(BlueprintThreadSafe))
static FString GetProjectDirectory();

/** Get the content directory of the current project */
UFUNCTION(BlueprintPure, Category="Utilities|Paths", meta=(BlueprintThreadSafe))
static FString GetProjectContentDirectory();

/** Get the saved directory of the current project */
UFUNCTION(BlueprintPure, Category="Utilities|Paths", meta=(BlueprintThreadSafe))
static FString GetProjectSavedDirectory();

/** Get the current user dir from the OS */
UFUNCTION(BlueprintPure, Category = "Utilities|Platform")
static FString GetPlatformUserDir();
  • 路径转换
/* Converts passed in filename to use a relative path */
UFUNCTION(BlueprintPure, Category="Utilities|Paths")
static FString ConvertToRelativePath(const FString& Filename);

/* Converts passed in filename to use a absolute path */
UFUNCTION(BlueprintPure, Category="Utilities|Paths")
static FString ConvertToAbsolutePath(const FString& Filename);

/* Convert all / and \ to TEXT("/") */
UFUNCTION(BlueprintPure, Category="Utilities|Paths", meta=(BlueprintThreadSafe))
static FString NormalizeFilename(const FString& InFilename);

FPaths —— 更全的路径

/**
* Path helpers for retrieving game dir, engine dir, etc.
*/
class CORE_API FPaths
{
public:

	/**
	 * Should the "saved" directory structures be rooted in the user dir or relative to the "engine/game" 
	 */
	static bool ShouldSaveToUserDir();

	/**
	 * Returns the directory the application was launched from (useful for commandline utilities)
	 */
	static FString LaunchDir();

	/** 
	 * Returns the base directory of the "core" engine that can be shared across
	 * several games or across games & mods. Shaders and base localization files
	 * e.g. reside in the engine directory.
	 *
	 * @return engine directory
	 */
	static FString EngineDir();

	/**
	* Returns the root directory for user-specific engine files. Always writable.
	*
	* @return root user directory
	*/
	static FString EngineUserDir();

	/**
	* Returns the root directory for user-specific engine files which can be shared between versions. Always writable.
	*
	* @return root user directory
	*/
	static FString EngineVersionAgnosticUserDir();

	/** 
	 * Returns the content directory of the "core" engine that can be shared across
	 * several games or across games & mods. 
	 *
	 * @return engine content directory
	 */
	static FString EngineContentDir();

	/**
	 * Returns the directory the root configuration files are located.
	 *
	 * @return root config directory
	 */
	static FString EngineConfigDir();

	/**
	 * Returns the Editor Settings directory of the engine
	 *
	 * @return Editor Settings directory.
	 */
	static FString EngineEditorSettingsDir();

	/**
	 * Returns the intermediate directory of the engine
	 *
	 * @return content directory
	 */
	static FString EngineIntermediateDir();

	/**
	 * Returns the saved directory of the engine
	 *
	 * @return Saved directory.
	 */
	static FString EngineSavedDir();

	/**
	 * Returns the plugins directory of the engine
	 *
	 * @return Plugins directory.
	 */
	static FString EnginePluginsDir();

	/**
	 * Returns the directory for default Editor UI Layout files of the engine
	 * @return Directory for default Editor UI Layout files.
	 */
	static FString EngineDefaultLayoutDir();

	/**
	 * Returns the directory for project Editor UI Layout files of the engine
	 * @return Directory for project Editor UI Layout files.
	 */
	static FString EngineProjectLayoutDir();

	/**
	 * Returns the directory for user-generated Editor UI Layout files of the engine
	 * @return Directory for user-generated Editor UI Layout files.
	 */
	static FString EngineUserLayoutDir();

	/** 
	* Returns the base directory enterprise directory.
	*
	* @return enterprise directory
	*/
	static FString EnterpriseDir();

	/**
	* Returns the enterprise plugins directory
	*
	* @return Plugins directory.
	*/
	static FString EnterprisePluginsDir();

	/**
	* Returns the enterprise FeaturePack directory
	*
	* @return FeaturePack directory.
	*/
	static FString EnterpriseFeaturePackDir();

	/**
	 * Returns the directory where engine platform extensions reside
	 *
	 * @return engine platform extensions directory
	 */
	static FString EnginePlatformExtensionsDir();

	/**
	 * Returns the directory where the project's platform extensions reside
	 *
	 * @return project platform extensions directory
	 */
	static FString ProjectPlatformExtensionsDir();

	/**
	 * Returns platform and restricted extensions that are present and valid (for platforms, it uses FDataDrivePlatformInfo to determine valid platforms, it doesn't just use what's present)
	 *
	 * @return BaseDir and usable extension directories under BaseDir (either Engine or Project)
	 */
	static TArray<FString> GetExtensionDirs(const FString& BaseDir, const FString& SubDir=FString());

	/**
	 * Returns the root directory of the engine directory tree
	 *
	 * @return Root directory.
	 */
	static FString RootDir();

	/**
	 * Returns the base directory of the current project by looking at FApp::GetProjectName().
	 * This is usually a subdirectory of the installation
	 * root directory and can be overridden on the command line to allow self
	 * contained mod support.
	 *
	 * @return base directory
	 */
	static FString ProjectDir();

	/**
	* Returns the root directory for user-specific game files.
	*
	* @return game user directory
	*/
	static FString ProjectUserDir();

	/**
	 * Returns the content directory of the current game by looking at FApp::GetProjectName().
	 *
	 * @return content directory
	 */
	static FString ProjectContentDir();

	/**
	* Returns the directory the root configuration files are located.
	*
	* @return root config directory
	*/
	static FString ProjectConfigDir();

	/**
	 * Returns the saved directory of the current game by looking at FApp::GetProjectName().
	 *
	 * @return saved directory
	 */
	static const FString& ProjectSavedDir();

	/**
	 * Returns the intermediate directory of the current game by looking at FApp::GetProjectName().
	 *
	 * @return intermediate directory
	 */
	static FString ProjectIntermediateDir();

	static FString ShaderWorkingDir();

	/**
	 * Returns the plugins directory of the current game by looking at FApp::GetProjectName().
	 *
	 * @return plugins directory
	 */
	static FString ProjectPluginsDir();

	/**
	 * Returns the mods directory of the current project by looking at FApp::GetProjectName().
	 *
	 * @return mods directory
	 */
	static FString ProjectModsDir();

	/*
	* Returns true if a writable directory for downloaded data that persists across play sessions is available
	*/
	static bool HasProjectPersistentDownloadDir();

	/*
	* Returns the writable directory for downloaded data that persists across play sessions.
	*/
	static FString ProjectPersistentDownloadDir();

	/**
	 * Returns the directory the engine uses to look for the source leaf ini files. This
	 * can't be an .ini variable for obvious reasons.
	 *
	 * @return source config directory
	 */
	static FString SourceConfigDir();

	/**
	 * Returns the directory the engine saves generated config files.
	 *
	 * @return config directory
	 */
	static FString GeneratedConfigDir();

	/**
	 * Returns the directory the engine stores sandbox output
	 *
	 * @return sandbox directory
	 */
	static FString SandboxesDir();

	/**
	 * Returns the directory the engine uses to output profiling files.
	 *
	 * @return log directory
	 */
	static FString ProfilingDir();

	/**
	 * Returns the directory the engine uses to output screenshot files.
	 *
	 * @return screenshot directory
	 */
	static FString ScreenShotDir();

	/**
	 * Returns the directory the engine uses to output BugIt files.
	 *
	 * @return screenshot directory
	 */
	static FString BugItDir();

	/**
	 * Returns the directory the engine uses to output user requested video capture files.
	 *
	 * @return Video capture directory
	 */
	static FString VideoCaptureDir();

	/**
	 * Returns the directory the engine uses to output logs. This currently can't 
	 * be an .ini setting as the game starts logging before it can read from .ini
	 * files.
	 *
	 * @return log directory
	 */
	static FString ProjectLogDir();

	/** Returns the directory for automation save files */
	static FString AutomationDir();

	/** Returns the directory for automation save files that are meant to be deleted every run */
	static FString AutomationTransientDir();

	/** Returns the directory for results of automation tests. May be deleted every run. */
	static FString AutomationReportsDir();

	/** Returns the directory for automation log files */
	static FString AutomationLogDir();

	/** Returns the directory for local files used in cloud emulation or support */
	static FString CloudDir();

	/** Returns the directory that contains subfolders for developer-specific content */
	static FString GameDevelopersDir();

	/** Returns The folder name for the developer-specific directory for the current user */
	static FString GameUserDeveloperFolderName();

	/** Returns The directory that contains developer-specific content for the current user */
	static FString GameUserDeveloperDir();

	/** Returns the directory for temp files used for diffing */
	static FString DiffDir();

	/** 
	 * Returns a list of engine-specific localization paths
	 */
	static const TArray<FString>& GetEngineLocalizationPaths();

	/** 
	 * Returns a list of editor-specific localization paths
	 */
	static const TArray<FString>& GetEditorLocalizationPaths();

	/** 
	 * Returns a list of property name localization paths
	 */
	static const TArray<FString>& GetPropertyNameLocalizationPaths();

	/** 
	 * Returns a list of tool tip localization paths
	 */
	static const TArray<FString>& GetToolTipLocalizationPaths();

	/** 
	 * Returns a list of game-specific localization paths
	 */
	static const TArray<FString>& GetGameLocalizationPaths();

	/**
	 * Get the name of the platform-specific localization sub-folder
	 */
	static FString GetPlatformLocalizationFolderName();

	/** 
	 * Returns a list of restricted/internal folder names (without any slashes) which may be tested against full paths to determine if a path is restricted or not.
	 */
	static const TArray<FString>& GetRestrictedFolderNames();

	/** 
	 * Determines if supplied path uses a restricted/internal subdirectory.	Note that slashes are normalized and character case is ignored for the comparison.
	 */
	static bool IsRestrictedPath(const FString& InPath);

	/**
	 * Returns the saved directory that is not game specific. This is usually the same as
	 * EngineSavedDir().
	 *
	 * @return saved directory
	 */
	static FString GameAgnosticSavedDir();

	/** Returns the directory where engine source code files are kept */
	static FString EngineSourceDir();

	/** Returns the directory where game source code files are kept */
	static FString GameSourceDir();

	/** Returns the directory where feature packs are kept */
	static FString FeaturePackDir();

	/**
	 * Checks whether the path to the project file, if any, is set.
	 *
	 * @return true if the path is set, false otherwise.
	 */
	static bool IsProjectFilePathSet();

	/**
	 * Gets the path to the project file.
	 *
	 * @return Project file path.
	 */
	static FString GetProjectFilePath();

	/**
	 * Sets the path to the project file.
	 *
	 * @param NewGameProjectFilePath - The project file path to set.
	 */
	static void SetProjectFilePath( const FString& NewGameProjectFilePath );

	/**
	 * Gets the extension for this filename.
	 *
	 * @param	bIncludeDot		if true, includes the leading dot in the result
	 *
	 * @return	the extension of this filename, or an empty string if the filename doesn't have an extension.
	 */
	static FString GetExtension( const FString& InPath, bool bIncludeDot=false );

	// Returns the filename (with extension), minus any path information.
	static FString GetCleanFilename(const FString& InPath);

	// Returns the filename (with extension), minus any path information.
	static FString GetCleanFilename(FString&& InPath);

	// Returns the same thing as GetCleanFilename, but without the extension
	static FString GetBaseFilename(const FString& InPath, bool bRemovePath=true );

	// Returns the same thing as GetCleanFilename, but without the extension
	static FString GetBaseFilename(FString&& InPath, bool bRemovePath = true);

	// Returns the path in front of the filename
	static FString GetPath(const FString& InPath);

	// Returns the path in front of the filename
	static FString GetPath(FString&& InPath);

	// Returns the leaf in the path
	static FString GetPathLeaf(const FString& InPath);

	// Returns the leaf in the path
	static FString GetPathLeaf(FString&& InPath);

	/** Changes the extension of the given filename (does nothing if the file has no extension) */
	static FString ChangeExtension(const FString& InPath, const FString& InNewExtension);

	/** Sets the extension of the given filename (like ChangeExtension, but also applies the extension if the file doesn't have one) */
	static FString SetExtension(const FString& InPath, const FString& InNewExtension);

	/** Returns true if this file was found, false otherwise */
	static bool FileExists(const FString& InPath);

	/** Returns true if this directory was found, false otherwise */
	static bool DirectoryExists(const FString& InPath);

	/** Returns true if this path represents a root drive or volume */
	static bool IsDrive(const FString& InPath);

	/** Returns true if this path is relative to another path */
	static bool IsRelative(const FString& InPath);

	/** Convert all / and \ to TEXT("/") */
	static void NormalizeFilename(FString& InPath);

	/**
	 * Checks if two paths are the same.
	 *
	 * @param PathA First path to check.
	 * @param PathB Second path to check.
	 *
	 * @returns True if both paths are the same. False otherwise.
	 */
	static bool IsSamePath(const FString& PathA, const FString& PathB);

	/** Determines if a path is under a given directory */
	static bool IsUnderDirectory(const FString& InPath, const FString& InDirectory);

	/** Normalize all / and \ to TEXT("/") and remove any trailing TEXT("/") if the character before that is not a TEXT("/") or a colon */
	static void NormalizeDirectoryName(FString& InPath);

	/**
	 * Takes a fully pathed string and eliminates relative pathing (eg: annihilates ".." with the adjacent directory).
	 * Assumes all slashes have been converted to TEXT('/').
	 * For example, takes the string:
	 *	BaseDirectory/SomeDirectory/../SomeOtherDirectory/Filename.ext
	 * and converts it to:
	 *	BaseDirectory/SomeOtherDirectory/Filename.ext
	 */
	static bool CollapseRelativeDirectories(FString& InPath);

	/**
	 * Removes duplicate slashes in paths.
	 * Assumes all slashes have been converted to TEXT('/').
	 * For example, takes the string:
	 *	BaseDirectory/SomeDirectory//SomeOtherDirectoryFilename.ext
	 * and converts it to:
	 *	BaseDirectory/SomeDirectory/SomeOtherDirectory/Filename.ext
	 */
	static void RemoveDuplicateSlashes(FString& InPath);

	/**
	 * Make fully standard "Unreal" pathname:
	 *    - Normalizes path separators [NormalizeFilename]
	 *    - Removes extraneous separators  [NormalizeDirectoryName, as well removing adjacent separators]
	 *    - Collapses internal ..'s
	 *    - Makes relative to Engine\Binaries\<Platform> (will ALWAYS start with ..\..\..)
	 */
	static FString CreateStandardFilename(const FString& InPath);

	static void MakeStandardFilename(FString& InPath);

	/** Takes an "Unreal" pathname and converts it to a platform filename. */
	static void MakePlatformFilename(FString& InPath);

	/** 
	 * Assuming both paths (or filenames) are relative to the same base dir, modifies InPath to be relative to InRelativeTo
	 *
	 * @param InPath Path to change to be relative to InRelativeTo
	 * @param InRelativeTo Path to use as the new relative base
	 * @returns true if InPath was changed to be relative
	 */
	static bool MakePathRelativeTo( FString& InPath, const TCHAR* InRelativeTo );

	/**
	 * Converts a relative path name to a fully qualified name relative to the process BaseDir().
	 */
	static FString ConvertRelativePathToFull(const FString& InPath);

	/**
	 * Converts a relative path name to a fully qualified name relative to the process BaseDir().
	 */
	static FString ConvertRelativePathToFull(FString&& InPath);

	/**
	 * Converts a relative path name to a fully qualified name relative to the specified BasePath.
	 */
	static FString ConvertRelativePathToFull(const FString& BasePath, const FString& InPath);

	/**
	 * Converts a relative path name to a fully qualified name relative to the specified BasePath.
	 */
	static FString ConvertRelativePathToFull(const FString& BasePath, FString&& InPath);

	/**
	 * Converts a relative path name to a fully qualified name relative to the specified BasePath.
	 */
	static FString ConvertRelativePathToFull(FString&& BasePath, const FString& InPath);

	/**
	 * Converts a relative path name to a fully qualified name relative to the specified BasePath.
	 */
	static FString ConvertRelativePathToFull(FString&& BasePath, FString&& InPath);

	/**
	 * Converts a normal path to a sandbox path (in Saved/Sandboxes).
	 *
	 * @param InSandboxName The name of the sandbox.
	 */
	static FString ConvertToSandboxPath( const FString& InPath, const TCHAR* InSandboxName );

	/**
	 * Converts a sandbox (in Saved/Sandboxes) path to a normal path.
	 *
	 * @param InSandboxName The name of the sandbox.
	 */
	static FString ConvertFromSandboxPath( const FString& InPath, const TCHAR* InSandboxName );

	/** 
	 * Creates a temporary filename with the specified prefix.
	 *
	 * @param Path The file pathname.
	 * @param Prefix The file prefix.
	 * @param Extension File extension ('.' required).
	 */
	static FString CreateTempFilename( const TCHAR* Path, const TCHAR* Prefix = TEXT(""), const TCHAR* Extension = TEXT(".tmp") );

	/**
	* Returns a string containing all invalid characters as dictated by the operating system
	*/
	static FString GetInvalidFileSystemChars();

	/**
	*	Returns a string that is safe to use as a filename because all items in
	*	GetInvalidFileSystemChars() are removed
	*/
	static FString MakeValidFileName(const FString& InString, const TCHAR InReplacementChar=0);

	/** 
	 * Validates that the parts that make up the path contain no invalid characters as dictated by the operating system
	 * Note that this is a different set of restrictions to those imposed by FPackageName
	 *
	 * @param InPath - path to validate
	 * @param OutReason - optional parameter to fill with the failure reason
	 */
	static bool ValidatePath( const FString& InPath, FText* OutReason = nullptr );

	/**
	 * Parses a fully qualified or relative filename into its components (filename, path, extension).
	 *
	 * @param	Path		[out] receives the value of the path portion of the input string
	 * @param	Filename	[out] receives the value of the filename portion of the input string
	 * @param	Extension	[out] receives the value of the extension portion of the input string
	 */
	static void Split( const FString& InPath, FString& PathPart, FString& FilenamePart, FString& ExtensionPart );

	/** Gets the relative path to get from BaseDir to RootDirectory  */
	static const FString& GetRelativePathToRoot();

	template <typename... PathTypes>
	FORCEINLINE static FString Combine(PathTypes&&... InPaths)
	{
		const TCHAR* Paths[] = { GetTCharPtr(Forward<PathTypes>(InPaths))... };
		FString Out;

		CombineInternal(Out, Paths, UE_ARRAY_COUNT(Paths));
		return Out;
	}

	/**
	 * Frees any memory retained by FPaths.
	 */
	static void TearDown();

	protected:

	static void CombineInternal(FString& OutPath, const TCHAR** Paths, int32 NumPaths);

	private:
	struct FStaticData;

	FORCEINLINE static const TCHAR* GetTCharPtr(const TCHAR* Ptr)
	{
		return Ptr;
	}

	FORCEINLINE static const TCHAR* GetTCharPtr(const FString& Str)
	{
		return *Str;
	}

	/** Returns, if any, the value of the -userdir command line argument. This can be used to sandbox artifacts to a desired location */
	static const FString& CustomUserDirArgument();

	/** Returns, if any, the value of the -shaderworkingdir command line argument. This can be used to sandbox shader working files to a desired location */
	static const FString& CustomShaderDirArgument();
};

参考

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