ue4 C++ json数据的读写

这是改变恢复机制的json文件的例子 

//写入

TSharedPtr < FJsonObject > RootObject = MakeShareable ( new FJsonObject );
TArray < TSharedPtr < FJsonValue > > PackagesThatCanBeRestored ;
TSharedPtr < FJsonObject > EntryObject = MakeShareable ( new FJsonObject );
EntryObject -> SetStringField ( TEXT ( "PackagePathName" ), TEXT ( "Temp/Untitled_1" ));
EntryObject -> SetStringField ( TEXT ( "AutoSavePath" ), TEXT ( "Temp/Untitled_1_Auto1.umap" ));
TSharedPtr < FJsonValue > EntryValue = MakeShareable ( new FJsonValueObject ( EntryObject ));
PackagesThatCanBeRestored . Add ( EntryValue );
RootObject -> SetBoolField ( TEXT ( "RestoreEnabled" ), true );
RootObject -> SetArrayField ( TEXT ( "Packages" ), PackagesThatCanBeRestored );
const FString Filename = FPaths :: GameSavedDir () / TEXT ( "Autosaves" ) / TEXT ( "PackageRestoreData.json" );
FArchive * const FileAr = IFileManager :: Get (). CreateFileWriter ( * Filename , FILEWRITE_EvenIfReadOnly );
if ( FileAr )
{
     TSharedRef < TJsonWriter < TCHAR , TPrettyJsonPrintPolicy < TCHAR > >> Writer = TJsonWriterFactory < TCHAR , TPrettyJsonPrintPolicy < TCHAR > >:: Create ( FileAr );  
     FJsonSerializer :: Serialize ( RootObject . ToSharedRef (), Writer );
     FileAr -> Close ();
}

// 读取本地json文件
        const FString Filename = FPaths :: GameSavedDir () / TEXT ( "Autosaves" ) / TEXT ( "PackageRestoreData.json" );
        FArchive * const FileAr = IFileManager :: Get (). CreateFileReader ( * Filename );
        bool bJsonLoaded = false ;
        TSharedPtr < FJsonObject > RootObject = MakeShareable ( new FJsonObject );
       {
               TSharedRef < TJsonReader < TCHAR >> Reader = TJsonReaderFactory < TCHAR >:: Create ( FileAr );
               bJsonLoaded = FJsonSerializer :: Deserialize ( Reader , RootObject );
               FileAr -> Close ();
       }
        TMap < FString , FString > PackagesThatCanBeRestored ;
        TArray < TSharedPtr < FJsonValue > > PackagesThatCanBeRestoredArray = RootObject -> GetArrayField ( TEXT ( "Packages" ));
        int32 TiRen = RootObject -> GetIntegerField ( TEXT ( "TiRen" ));
        for ( auto It = PackagesThatCanBeRestoredArray . CreateConstIterator (); It ; ++ It )
       {
               TSharedPtr < FJsonObject > EntryObject = ( * It ) -> AsObject ();
               const FString PackagePathName = EntryObject -> GetStringField ( TEXT ( "PackagePathName" ));
               const FString AutoSavePath = EntryObject -> GetStringField ( TEXT ( "AutoSavePath" ));
               PackagesThatCanBeRestored . Add ( PackagePathName , AutoSavePath );
       }
        for ( auto It = PackagesThatCanBeRestored . CreateConstIterator (); It ; ++ It )
       {
               if ( TiRen == 1)
              {
                      EditorStartupMap = FPaths :: GameContentDir () / TEXT ( "Autosaves" ) / It -> Value ;
              }
               else
              {
                      EditorStartupMap = AutoSaveUtils :: GetAutoSaveDir () / It -> Value ;
              }
       }

转载于:https://www.cnblogs.com/huojiaoqingchun0123/p/7305835.html

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