UE5for each
时间: 2024-04-25 11:20:31 浏览: 187
在UE5中,For Each循环是一种可用于迭代各种集合类型的蓝图节点。可以使用For Each循环来逐个访问数组,枚举和其他可迭代对象中的元素,以执行指定的操作。
下面是使用For Each循环在蓝图中遍历数组的步骤:
1. 将数组连接到For Each Loop节点的Loop Body输入中。
2. 将要执行的操作连接到For Each Loop节点的Loop Body输出中。在这个例子中,我们将打印数组中的每个元素。
3. 现在,每次循环时,都会输出数组中的下一个元素,直到所有元素都被遍历完。
下面是一个使用For Each循环遍历数组的例子[^2]:
```graph
Image('foreach.png')
```
相关问题
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.
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。
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