在实际的开发需求可能会遇到一些无法用蓝图实现的功能,或者实现起来比较麻烦,更或者是一些长期不动的逻辑而不想创建在蓝图中,那么就需要将一些逻辑写在C++里,这些逻辑可能是比如玩家的Input,基本上不会变的,可以写在C++里,今天我来创建一个获取本地时间的一个蓝图函数,首先创建一个C++ Class为Blueprint Library,创建好后,在头文件的GENERATED_BODY()下创建一个函数,代码如下:
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "MDSBPLibrary") static FString GetCurrentOSTime( int32& MilliSeconds, int32& Seconds, int32& Minutes, int32& Hours12, int32& Hours24, int32& Day, int32& Month, int32& Year );
然后在CPP中写入以下代码:
FString UMDSBPLibrary::GetCurrentOSTime( int32& MilliSeconds, int32& Seconds, int32& Minutes, int32& Hours12, int32& Hours24, int32& Day, int32& Month, int32& Year ) { const FDateTime Now = FDateTime::Now(); MilliSeconds = Now.GetMillisecond(); Seconds = Now.GetSecond(); Minutes = Now.GetMinute(); Hours12 = Now.GetHour12(); Hours24 = Now.GetHour(); //24 Day = Now.GetDay(); Month = Now.GetMonth(); Year = Now.GetYear(); //返回当前系统的所有时间信息 FString NowWithMS = Now.ToString(); NowWithMS += "." + FString::FromInt(MilliSeconds); return NowWithMS; }
然后构建,在UE蓝图中搜索GetCurrentOSTime极客使用该函数,如下图所示:
来源:51CTO
作者:NingStudio
链接:https://blog.csdn.net/o0pk2008/article/details/100737401