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
zh_xuan2 小时前
c++ 单例模式
开发语言·c++·单例模式
利刃大大4 小时前
【在线五子棋对战】二、websocket && 服务器搭建
服务器·c++·websocket·网络协议·项目
喜欢吃燃面4 小时前
C++刷题:日期模拟(1)
c++·学习·算法
SHERlocked934 小时前
CPP 从 0 到 1 完成一个支持 future/promise 的 Windows 异步串口通信库
c++·算法·promise
虚拟之6 小时前
36、stringstream
c++
我很好我还能学6 小时前
【面试篇 9】c++生成可执行文件的四个步骤、悬挂指针、define和const区别、c++定义和声明、将引用作为返回值的好处、类的四个缺省函数
开发语言·c++
南岩亦凛汀7 小时前
在Linux下使用wxWidgets进行跨平台GUI开发
c++·跨平台·gui·开源框架·工程实战教程
曦月逸霜7 小时前
第34次CCF-CSP认证真题解析(目标300分做法)
数据结构·c++·算法
galaxy_strive7 小时前
绘制饼图详细过程
开发语言·c++·qt
Unpredictable2229 小时前
【VINS-Mono算法深度解析:边缘化策略、初始化与关键技术】
c++·笔记·算法·ubuntu·计算机视觉