ue4for each loop的用法
时间: 2023-05-01 13:04:43 浏览: 293
UE4的ForEach循环可以对一个容器中的所有元素进行遍历操作,语法为:for (auto& Element : Array),其中auto是自动类型推断,常用的容器包括TArray、TSet、TMap等。在循环中,Element代表当前迭代的元素,可以通过引用或指针的方式修改元素的值,具有高效、简洁的特点。
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ue4 for each loop的用法
UE4中的For Each Loop可以遍历一个数组或集合中的每个元素,并执行指定的操作。示例如下:
```cpp
TArray<int32> Numbers = {1, 2, 3, 4, 5};
for (const int32& Number : Numbers)
{
UE_LOG(LogTemp, Warning, TEXT("Number: %d"), Number);
}
```
该示例将打印出以下日志:
```
Number: 1
Number: 2
Number: 3
Number: 4
Number: 5
```
在For Each Loop中,const int32& Number是迭代器,用于指向当前遍历的元素。您可以使用Number访问每个元素的值,并执行您想要的操作。
UE4For each loop
In UE4, a "for each" loop is a type of loop that iterates through a collection of objects and performs a set of actions on each object in the collection. The loop can be used to perform a variety of tasks, such as updating the properties of each object, executing a certain function for each object, or checking certain conditions for each object.
The syntax for a for each loop in UE4 is as follows:
```
for each (Object in Collection)
{
// Perform actions on Object
}
```
Here, "Object" is a variable that represents each object in the collection, and "Collection" is the collection of objects that the loop is iterating through. The actions to be performed on each object are placed inside the braces.
For example, let's say we have a collection of actors in our level, and we want to set the visibility of each actor to false. We can use a for each loop to accomplish this:
```
for each (AActor* Actor in Actors)
{
Actor->SetActorHiddenInGame(true);
}
```
Here, "AActor" is the type of object we're iterating through, "Actor" is the variable that represents each actor in the loop, and "Actors" is the collection of actors we're iterating through. The loop sets the "Hidden In Game" property of each actor to true, effectively hiding them from view.
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