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
‘’林花谢了春红‘’4 小时前
C++ list (链表)容器
c++·链表·list
向宇it5 小时前
【unity小技巧】unity 什么是反射?反射的作用?反射的使用场景?反射的缺点?常用的反射操作?反射常见示例
开发语言·游戏·unity·c#·游戏引擎
机器视觉知识推荐、就业指导5 小时前
C++设计模式:建造者模式(Builder) 房屋建造案例
c++
芋芋qwq6 小时前
Unity UI射线检测 道具拖拽
ui·unity·游戏引擎
tealcwu7 小时前
【Unity服务】关于Unity LevelPlay的基本情况
unity·游戏引擎
Yang.997 小时前
基于Windows系统用C++做一个点名工具
c++·windows·sql·visual studio code·sqlite3
熬夜学编程的小王7 小时前
【初阶数据结构篇】双向链表的实现(赋源码)
数据结构·c++·链表·双向链表
zz40_7 小时前
C++自己写类 和 运算符重载函数
c++
六月的翅膀8 小时前
C++:实例访问静态成员函数和类访问静态成员函数有什么区别
开发语言·c++