1、UE4的调试输出
![](https://img.haomeiwen.com/i4130994/427ab6e61f3e1c83.png)
![](https://img.haomeiwen.com/i4130994/142340b8f0470d61.png)
![](https://img.haomeiwen.com/i4130994/0f8041d97883852c.png)
2、在场景中查找对象
![](https://img.haomeiwen.com/i4130994/ba6564c468cf1535.png)
3、射线的使用
![](https://img.haomeiwen.com/i4130994/e1e3c8c99c68e37d.png)
4、场景捕获组件的使用
![](https://img.haomeiwen.com/i4130994/5bf75b8f498523a9.jpg)
![](https://img.haomeiwen.com/i4130994/c9ddeddcc4000d7d.jpg)
![](https://img.haomeiwen.com/i4130994/b3aa1747b114b49e.png)
![](https://img.haomeiwen.com/i4130994/ea099adae0000ce8.png)
5、XML文件的使用 initgameValue.xml文件内容如下
需要在build.cs文件中添加模块”XmlParser”,在YourCode.h中包含XmlParser.h
<Value>
<ChildrenSex>GirlChildrenSex>
<SceneIndex>0SceneIndex>
<Value>
解析代码如下:
![](https://img.haomeiwen.com/i4130994/4dd05530b5d198ba.png)
6、UE4字符类型到基本数据类型的转换
UnrealString.h下的内联函数如下:
![](https://img.haomeiwen.com/i4130994/90c45e3bdd4320e1.png)
例:
#include "UnrealString.h"
using namespace LexicalConversion;
FString temp = "3.1415926":
float outFloat; FromString(outFloat, *temp);
7、UMG拖拽图标的实现
a、重载On Mouse Button Down函数
新建UserWidget组件,在Graph事件图表中重载该函数实现检测是否触发拖拽事件
![](https://img.haomeiwen.com/i4130994/e7088a50bc76fc2e.jpg)
b、重载OnDrag Detected函数
重载OnDrag Detected函数,处理拖拽逻辑
@parm payload是用于传递的参数 会在On Drop函数中用到
@parm defaultdragvisual是用于拖拽时跟随的图标
![](https://img.haomeiwen.com/i4130994/afc68222b7742eed.jpg)
c、重载On Drop函数
此时Operation中的Payload参数便是CreateDragDropOperation中的传递过来的Payload参数
8、UE4官方文档&Answer Hub
1、官方文档 :https://docs.unrealengine.com/latest/INT/
2、Answer Hub :https://answers.unrealengine.com/index.html
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