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//SomeOtherDirectory////Filename.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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