基于UKismetSystemLibrary
PrintString
复制代码
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23/** * Prints a string to the log, and optionally, to the screen * If Print To Log is true, it will be visible in the Output Log window. Otherwise it will be logged only as 'Verbose', so it generally won't show up. */ UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject", CallableWithoutWorldContext, Keywords = "log print", AdvancedDisplay = "2", DevelopmentOnly), Category="Utilities|String") static void PrintString(const UObject* WorldContextObject, const FString& InString = FString(TEXT("Hello")), bool bPrintToScreen = true, bool bPrintToLog = true, FLinearColor TextColor = FLinearColor(0.0, 0.66, 1.0), float Duration = 2.f); /** * Prints text to the log, and optionally, to the screen * If Print To Log is true, it will be visible in the Output Log window. Otherwise it will be logged only as 'Verbose', so it generally won't show up. */ UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject", CallableWithoutWorldContext, Keywords = "log", AdvancedDisplay = "2", DevelopmentOnly), Category="Utilities|Text") static void PrintText(const UObject* WorldContextObject, const FText InText = INVTEXT("Hello"), bool bPrintToScreen = true, bool bPrintToLog = true, FLinearColor TextColor = FLinearColor(0.0, 0.66, 1.0), float Duration = 2.f); /** * Prints a warning string to the log and the screen. Meant to be used as a way to inform the user that they misused the node. * WARNING!! Don't change the signature of this function without fixing up all nodes using it in the compiler * @param InString The string to log out */ UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "TRUE")) static void PrintWarning(const FString& InString);
Delay
复制代码
1
2
3
4
5
6
7
8
9
10
11
12
13/** * Perform a latent action with a delay (specified in seconds). Calling again while it is counting down will be ignored. */ UFUNCTION(BlueprintCallable, Category="Utilities|FlowControl", meta=(Latent, WorldContext="WorldContextObject", LatentInfo="LatentInfo", Duration="0.2", Keywords="sleep")) static void Delay(const UObject* WorldContextObject, float Duration, struct FLatentActionInfo LatentInfo ); /** * Perform a latent action with a retriggerable delay (specified in seconds). Calling again while it is counting down will reset the countdown to Duration. */ UFUNCTION(BlueprintCallable, meta=(Latent, LatentInfo="LatentInfo", WorldContext="WorldContextObject", Duration="0.2", Keywords="sleep"), Category="Utilities|FlowControl") static void RetriggerableDelay(const UObject* WorldContextObject, float Duration, FLatentActionInfo LatentInfo);
ConsoleCommand
-
ConsoleCommand
复制代码1
2GetWorld()->GetFirstPlayerController()->ConsoleCommand(TEXT("Quit"));
-
ExecuteConsoleCommand
复制代码1
2
3
4
5
6/** * Executes a console command, optionally on a specific controller */ UFUNCTION(BlueprintCallable, Category="Development",meta=(WorldContext="WorldContextObject")) static void ExecuteConsoleCommand(const UObject* WorldContextObject, const FString& Command, class APlayerController* SpecificPlayer = NULL );
-
其他
复制代码1
2
3
4
5
6
7
8
9
10
11
12
13
14
15/** * Attempts to retrieve the value of the specified float console variable, if it exists. */ UFUNCTION(BlueprintCallable, Category="Development") static float GetConsoleVariableFloatValue(const FString& VariableName); /** * Attempts to retrieve the value of the specified integer console variable, if it exists. */ UFUNCTION(BlueprintCallable, Category="Development") static int32 GetConsoleVariableIntValue(const FString& VariableName); /** * Evaluates, if it exists, whether the specified integer console variable has a non-zero value (true) or not (false). */ UFUNCTION(BlueprintCallable, Category="Development") static bool GetConsoleVariableBoolValue(const FString& VariableName);
最后
以上就是悦耳大雁最近收集整理的关于【UE4 C++】Print、Delay、ConsoleCommand的全部内容,更多相关【UE4内容请搜索靠谱客的其他文章。
本图文内容来源于网友提供,作为学习参考使用,或来自网络收集整理,版权属于原作者所有。
发表评论 取消回复