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UnrealEngineUWP/Engine/Documentation/Source/Programming/UnrealArchitecture/StringHandling/StringHandling.CHN.udn
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INTSourceChangelist:2714483
Availability:Public
Title:字符串处理
Crumbs:%ROOT%, Programming, Programming/UnrealArchitecture/Reference, Programming/UnrealArchitecture/Reference/Properties
Description:UE4 中可用字符串类的总览,以及 FName、FText 和 FString 的参考指南。
Version:4.9
### FName
[INCLUDE:Programming/UnrealArchitecture/StringHandling/FName#overview]
* [FName 参考指南](Programming/UnrealArchitecture/StringHandling\FName)
### FText
[INCLUDE:Programming/UnrealArchitecture/StringHandling/FText#overview]
* [FText 参考指南](Programming/UnrealArchitecture/StringHandling\FText)
### FString
[INCLUDE:Programming/UnrealArchitecture/StringHandling/FString#overview]
* [FString 参考指南](Programming/UnrealArchitecture/StringHandling\FString)
## 转换
|从 | 到 | 范例 |
|---|------|---------|
%fnametofstring%
%fnametoftext%
%fstringtofname%
%fstringtoftext%
%ftexttofstring%
%ftexttofname%
[VAR:FNameToFString]
|FName | FString | `TestHUDString = TestHUDName.ToString();` |
[/VAR]
[VAR:FNameToFText]
|FName | FText | `TestHUDText = FText::FromName(TestHUDName);` [REGION:warning] FName -> FText 在一些情况下有效,但需注意 — FNames 内容不会从 FText 的“自动本地化”中受益。[/REGION] |
[/VAR]
[VAR:FStringToFName]
|FString | FName | `TestHUDName = FName(*TestHUDString);` [REGION:warning] FString -> FName 不可靠。因为 FName 不区分大小写,所以转换存在损耗。[/REGION]|
[/VAR]
[VAR:FStringToFText]
|FString | FText | `TestHUDText = FText::FromString(TestHUDString);` [REGION:warning] FString -> FText 在一些情况下有效,但需注意 — FString 内容不会从 FText 的“自动本地化”中受益。[/REGION] |
[/VAR]
[VAR:FTextToFString]
|FText | FString| `TestHUDString = TestHUDText.ToString();` [REGION:warning] FText -> FString 不可靠。它在一些语言的转换中存在潜在损耗。[/REGION]|
[/VAR]
[VAR:FTextToFName]
|FText | FName | FText 到 FName 的转换不存在。但可先转换到 FString再转换到 FName。[REGION:warning] FText -> FString -> FName 不可靠。因为 FName 不区分大小写,所以转换存在损耗。[/REGION]|
[/VAR]
## 编码
总体而言,设置字符串变量文字时应使用 **TEXT()** 宏。如未指定 TEXT() 宏,将使用 ANSI 对文字进行编码,会导致支持字符高度受限。传入 FString 的 ANSI 文字需要完成到 TCHAR 的转换(本地万国码编码),以便更高效地使用 TEXT()。
如需编码的更多信息,请查阅 [](Programming\UnrealArchitecture\StringHandling\CharacterEncoding) 文档。