本文主要是进行文本文件的读写操作,步骤如下:
1.新建一个UE4空项目(注意:路径和文件名中出现中文编译会报错)
2.新建一个C++类3.
3.创建蓝图函数库
4.添加.h和.cpp文件
.cpp文件
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "MyReadText1.generated.h"
/**
*
*/
UCLASS()
class MYPROJECT10PLUGGLAN_API UMyReadText1 : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable)
static bool SaveTextArray(FString Directory,FString FileName,TArray<FString> TextArray,bool OverWrite);
UFUNCTION(BlueprintCallable)
static FString ReadTextArray(FString Directory, FString FileName, bool OverWrite);
};
.h文件
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "MyReadText1.generated.h"
/**
*
*/
UCLASS()
class MYPROJECT10PLUGGLAN_API UMyReadText1 : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable)
static bool SaveTextArray(FString Directory,FString FileName,TArray<FString> TextArray,bool OverWrite);
UFUNCTION(BlueprintCallable)
static FString ReadTextArray(FString Directory, FString FileName, bool OverWrite);
};
5.编译(代码没有问题,右下角会出现编译成功)
6.在UE4中新建一个蓝图类,并拖入地图场景中
7.在一个没有中文路径的目录下新建一个文本文档
8.打开新建的蓝图类,添加如下内容
9.运行游戏 true表示按下数字1,写入成功,按下数字2,文件读取成功