基于UKismetSystemLibrary

PrintString

/**
* 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

/**
* 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

    GetWorld()->GetFirstPlayerController()->ConsoleCommand(TEXT("Quit"));
  • ExecuteConsoleCommand

    /**
    * 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

    /**
    * 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);

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