UE5文件操作

首先在虚幻引擎中创建UMyBlueprintFunctionLibrary类,可以在该类中写我们重复利用的功能,并且这些功能不依赖于特定的游戏对象,方便全局调用。

1.文件的读取和写入

cpp 复制代码
	UFUNCTION(BlueprintCallable, Category = "File")
	static bool loadStringFromFile(FString filePath, FString& resultString);
	UFUNCTION(BlueprintCallable, Category = "File")
	static bool writeStringToFile(TArray<FString> saveFile, FString filePath);
cpp 复制代码
bool UMyBlueprintFunctionLibrary::loadStringFromFile(FString filePath, FString& resultString)
{
	if (!filePath.IsEmpty())
	{
		if (FFileHelper::LoadFileToString(resultString, *filePath))
		{
			return true;
		}
		else
		{
			//error
		}
	}
	return false;
}

bool UMyBlueprintFunctionLibrary::writeStringToFile(TArray<FString> saveFile, FString filePath)
{
	if (!filePath.IsEmpty())
	{
		if (FFileHelper::SaveStringArrayToFile(saveFile, *filePath))
		{
			return true;
		}
		else
		{
			//error
		}
	}
	return false;
}

2.获取文件名、后缀名、文件名

cpp 复制代码
	UFUNCTION(BlueprintCallable, Category = "File")
	static FString GetFilePath(FString path);
	UFUNCTION(BlueprintCallable, Category = "File")
	static FString GetFileName(FString InPath,bool bRemovePath);
	UFUNCTION(BlueprintCallable, Category = "File")
	static FString GetFileExtension(FString InPath, bool bInCludeDot);
cpp 复制代码
FString UMyBlueprintFunctionLibrary::GetFilePath(FString path)
{
	FString result;
	result = FPaths::GetPath(*path);
	return result;
}

FString UMyBlueprintFunctionLibrary::GetFileName(FString InPath, bool bRemovePath)
{
	return FPaths::GetBaseFilename(*InPath,bRemovePath);
}

FString UMyBlueprintFunctionLibrary::GetFileExtension(FString InPath, bool bInCludeDot)
{
	return FPaths::GetExtension(*InPath,bInCludeDot);
}

3.创建文件夹和删除文件夹

cpp 复制代码
	UFUNCTION(BlueprintCallable, Category = "File")
	static void CreateFolder(FString FolderName);
	UFUNCTION(BlueprintCallable, Category = "File")
	static void DeleteFolder(FString FolderName);

在cpp中引入FileManagerGeneric.h

cpp 复制代码
#include "Runtime/Core/Public/HAL/FileManagerGeneric.h"
cpp 复制代码
void UMyBlueprintFunctionLibrary::CreateFolder(FString FolderName)
{
	//FString path = FPaths::ProjectContentDir();
	FPlatformFileManager::Get().GetPlatformFile().CreateDirectoryTree(*FolderName);
}

void UMyBlueprintFunctionLibrary::DeleteFolder(FString FolderName)
{
	//FString path = FPaths::ProjectContentDir();
	FPlatformFileManager::Get().GetPlatformFile().DeleteDirectoryRecursively(*FolderName);
}

4.文件的移动和查找

cpp 复制代码
	UFUNCTION(BlueprintCallable, Category = "File")
	static bool MoveFileTo(FString To, FString From);
	UFUNCTION(BlueprintCallable, Category = "File")
	static TArray<FString> FindFileFolder(FString Path, FString Filter, bool Files, bool Directory);
cpp 复制代码
bool UMyBlueprintFunctionLibrary::MoveFileTo(FString To, FString From)
{
	return IFileManager::Get().Move(*To,*From);
}

TArray<FString> UMyBlueprintFunctionLibrary::FindFileFolder(FString Path, FString Filter, bool Files, bool Directory)
{
	TArray<FString> FilePathList;
	FilePathList.Empty();
	FFileManagerGeneric::Get().FindFilesRecursive(FilePathList, *Path, *Filter, Files, Directory);
	return FilePathList;
}

5.全部代码

h文件部分:

cpp 复制代码
// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "MyBlueprintFunctionLibrary.generated.h"

/**
 * 
 */
UCLASS()
class STUDYCODEPROJECT_API UMyBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
{
	GENERATED_BODY()
public:
	UFUNCTION(BlueprintCallable, Category = "File")
	static bool loadStringFromFile(FString filePath, FString& resultString);
	UFUNCTION(BlueprintCallable, Category = "File")
	static bool writeStringToFile(TArray<FString> saveFile, FString filePath);
	UFUNCTION(BlueprintCallable, Category = "File")
	static FString GetFilePath(FString path);
	UFUNCTION(BlueprintCallable, Category = "File")
	static FString GetFileName(FString InPath,bool bRemovePath);
	UFUNCTION(BlueprintCallable, Category = "File")
	static FString GetFileExtension(FString InPath, bool bInCludeDot);
	UFUNCTION(BlueprintCallable, Category = "File")
	static void CreateFolder(FString FolderName);
	UFUNCTION(BlueprintCallable, Category = "File")
	static void DeleteFolder(FString FolderName);
	UFUNCTION(BlueprintCallable, Category = "File")
	static bool MoveFileTo(FString To, FString From);
	UFUNCTION(BlueprintCallable, Category = "File")
	static TArray<FString> FindFileFolder(FString Path, FString Filter, bool Files, bool Directory);
};

cpp文件部分:

cpp 复制代码
// Fill out your copyright notice in the Description page of Project Settings.


#include "MyBlueprintFunctionLibrary.h"
#include "Runtime/Core/Public/HAL/FileManagerGeneric.h"

bool UMyBlueprintFunctionLibrary::loadStringFromFile(FString filePath, FString& resultString)
{
	if (!filePath.IsEmpty())
	{
		if (FFileHelper::LoadFileToString(resultString, *filePath))
		{
			return true;
		}
		else
		{
			//error
		}
	}
	return false;
}

bool UMyBlueprintFunctionLibrary::writeStringToFile(TArray<FString> saveFile, FString filePath)
{
	if (!filePath.IsEmpty())
	{
		if (FFileHelper::SaveStringArrayToFile(saveFile, *filePath))
		{
			return true;
		}
		else
		{
			//error
		}
	}
	return false;
}

FString UMyBlueprintFunctionLibrary::GetFilePath(FString path)
{
	FString result;
	result = FPaths::GetPath(*path);
	return result;
}

FString UMyBlueprintFunctionLibrary::GetFileName(FString InPath, bool bRemovePath)
{
	return FPaths::GetBaseFilename(*InPath,bRemovePath);
}

FString UMyBlueprintFunctionLibrary::GetFileExtension(FString InPath, bool bInCludeDot)
{
	return FPaths::GetExtension(*InPath,bInCludeDot);
}

void UMyBlueprintFunctionLibrary::CreateFolder(FString FolderName)
{
	//FString path = FPaths::ProjectContentDir();
	FPlatformFileManager::Get().GetPlatformFile().CreateDirectoryTree(*FolderName);
}

void UMyBlueprintFunctionLibrary::DeleteFolder(FString FolderName)
{
	//FString path = FPaths::ProjectContentDir();
	FPlatformFileManager::Get().GetPlatformFile().DeleteDirectoryRecursively(*FolderName);
}

bool UMyBlueprintFunctionLibrary::MoveFileTo(FString To, FString From)
{
	return IFileManager::Get().Move(*To,*From);
}

TArray<FString> UMyBlueprintFunctionLibrary::FindFileFolder(FString Path, FString Filter, bool Files, bool Directory)
{
	TArray<FString> FilePathList;
	FilePathList.Empty();
	FFileManagerGeneric::Get().FindFilesRecursive(FilePathList, *Path, *Filter, Files, Directory);
	return FilePathList;
}
相关推荐
CSP1263618 分钟前
特别节目————集训总结
c++
程序猿阿伟20 分钟前
《C++游戏人工智能开发:开启智能游戏新纪元》
c++·人工智能·游戏
一线青少年编程教师1 小时前
线性表三——队列queue
数据结构·c++·算法
C1 小时前
C++_智能指针详解
开发语言·c++
qinzechen1 小时前
分享几个做题网站------学习网------工具网;
java·c语言·c++·python·c#
丶Darling.2 小时前
代码随想录 | Day26 | 二叉树:二叉搜索树中的插入操作&&删除二叉搜索树中的节点&&修剪二叉搜索树
开发语言·数据结构·c++·笔记·学习·算法
Artistation Game2 小时前
九、怪物行为逻辑
游戏·unity·游戏引擎
妙为2 小时前
unreal engine5制作动作类游戏时,我们使用刀剑等武器攻击怪物或敌方单位时,发现攻击特效、伤害等没有触发
游戏·游戏引擎·虚幻·碰撞预设
龙智DevSecOps解决方案2 小时前
Perforce演讲回顾(上):从UE项目Project Titan,看Helix Core在大型游戏开发中的版本控制与集成使用策略
游戏·ue5·源代码管理·perforce·helix core
小飞猪Jay2 小时前
面试速通宝典——10
linux·服务器·c++·面试