
正文
【UE4 C++】 Datatable 读写、导入导出 CSV/Json
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Datatable 读取行数据
1. 创建结构体
-
继承自 FTableRowBase
USTRUCT(BlueprintType)
struct FSimpleStruct :public FTableRowBase
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(EditAnywhere)
FString name;
UPROPERTY(EditAnywhere)
int32 health;
UPROPERTY(EditAnywhere)
UTexture2D* icon;
};
2. 创建 Datatable
-
选择 FSimpleStruct 结构体
3. 读取行数据
-
FindRow
UserInfoDataTable = LoadObject<UDataTable>(this, TEXT("DataTable'/Game/CPPFunction/DataDrive/DT_UserInfo.DT_UserInfo'"));
if (UserInfoDataTable)
{
for (FName RowName : UserInfoDataTable->GetRowNames())
{
FSimpleStruct* UserInfo = UserInfoDataTable->FindRow<FSimpleStruct>(RowName, TEXT("name"));
if (UserInfo)
{
UKismetSystemLibrary::PrintString(GetWorld(), UserInfo->name);
}
}
}
else
{
UKismetSystemLibrary::PrintString(GetWorld(), TEXT(" Not Find DataTable!"));
}
-
GetRowMap
UserInfoDataTable = LoadObject<UDataTable>(this, TEXT("DataTable'/Game/CPPFunction/DataDrive/DT_UserInfo.DT_UserInfo'"));
if (UserInfoDataTable)
{
for (auto it : UserInfoDataTable->GetRowMap())
{
FString RowName = (it.Key).ToString();
FSimpleStruct* UserInfo = (FSimpleStruct*)it.Value;
UKismetSystemLibrary::PrintString(GetWorld(), FString::Printf(TEXT("%s %s"), *RowName, *UserInfo->name));
}
}
Datatable 写入行数据
-
AddRow
UserInfoDataTable = LoadObject<UDataTable>(this, TEXT("DataTable'/Game/CPPFunction/DataDrive/DT_UserInfo.DT_UserInfo'"));
if (UserInfoDataTable)
{
FSimpleStruct* UserInfo = new FSimpleStruct();
UserInfo->name = TEXT("Lily");
UserInfo->health = 80;
FName RowName = TEXT("Player3");
UserInfoDataTable->AddRow(RowName, *UserInfo);
}
导入CSV
-
csv 文件
---,name,health,icon
Player4,"马克","200","Texture2D'/Game/FourEvilDragonsHP/Textures/DragonTheUsurper/BlueHPTex.BlueHPTex'"
Player5,"冉冰","90","Texture2D'/Game/FourEvilDragonsHP/Textures/DragonTheSoulEater/BlueHPTex.BlueHPTex'"
Player6,"墨城","150","None"
-
填充现有的 DataTable
UserInfoDataTable = LoadObject<UDataTable>(this, TEXT("DataTable'/Game/CPPFunction/DataDrive/DT_UserInfo.DT_UserInfo'"));
if (UserInfoDataTable)
{
FString CSVPath = FPaths::ProjectDir() + TEXT("DataDrive/UserInfo.csv");
CSVPath = FPaths::ConvertRelativePathToFull(CSVPath);
if (FPlatformFileManager::Get().GetPlatformFile().FileExists(*CSVPath))
{
UDataTableFunctionLibrary::FillDataTableFromCSVFile(UserInfoDataTable, CSVPath);
}
}
-
生成 UDataTable
UDataTable* ADataDriveActor::CreateDataTableFromCSV()
{
FString CSVPath = FPaths::ProjectDir() + TEXT("DataDrive/UserInfo.csv");
CSVPath = FPaths::ConvertRelativePathToFull(CSVPath);
if (FPlatformFileManager::Get().GetPlatformFile().FileExists(*CSVPath))
{
UKismetSystemLibrary::PrintString(GetWorld(), *CSVPath);
FString CSVData;
FFileHelper::LoadFileToString(CSVData, *CSVPath);
UDataTable* DT_UserInfo = NewObject<UDataTable>(GetTransientPackage(), FName(TEXT("DT_UserInfo2")));
DT_UserInfo->RowStruct = FSimpleStruct::StaticStruct();
DT_UserInfo->CreateTableFromCSVString(CSVData);
return DT_UserInfo;
}
return nullptr;
}
导出 CSV
-
GetTableAsCSV
UserInfoDataTable = LoadObject<UDataTable>(this, TEXT("DataTable'/Game/CPPFunction/DataDrive/DT_UserInfo.DT_UserInfo'"));
if (UserInfoDataTable)
{
FString CSVString = UserInfoDataTable->GetTableAsCSV();
FString CSVPath = FPaths::ProjectDir() + TEXT("DataDrive/UserInfo2.csv");
FFileHelper::SaveStringToFile(CSVString, *CSVPath, FFileHelper::EEncodingOptions::ForceUTF8);
}
导入导出Json
-
继承自 FTableRowBase
USTRUCT(BlueprintType)
struct FSimpleStruct :public FTableRowBase
{
GENERATED_USTRUCT_BODY()
public: UPROPERTY(EditAnywhere)
FString name; UPROPERTY(EditAnywhere)
int32 health; UPROPERTY(EditAnywhere)
UTexture2D* icon;
};
2. 创建 Datatable
-
选择 FSimpleStruct 结构体
3. 读取行数据
-
FindRow
UserInfoDataTable = LoadObject<UDataTable>(this, TEXT("DataTable'/Game/CPPFunction/DataDrive/DT_UserInfo.DT_UserInfo'"));
if (UserInfoDataTable)
{
for (FName RowName : UserInfoDataTable->GetRowNames())
{
FSimpleStruct* UserInfo = UserInfoDataTable->FindRow<FSimpleStruct>(RowName, TEXT("name"));
if (UserInfo)
{
UKismetSystemLibrary::PrintString(GetWorld(), UserInfo->name);
}
}
}
else
{
UKismetSystemLibrary::PrintString(GetWorld(), TEXT(" Not Find DataTable!"));
}
-
GetRowMap
UserInfoDataTable = LoadObject<UDataTable>(this, TEXT("DataTable'/Game/CPPFunction/DataDrive/DT_UserInfo.DT_UserInfo'"));
if (UserInfoDataTable)
{
for (auto it : UserInfoDataTable->GetRowMap())
{
FString RowName = (it.Key).ToString();
FSimpleStruct* UserInfo = (FSimpleStruct*)it.Value;
UKismetSystemLibrary::PrintString(GetWorld(), FString::Printf(TEXT("%s %s"), *RowName, *UserInfo->name));
}
}
Datatable 写入行数据
-
AddRow
UserInfoDataTable = LoadObject<UDataTable>(this, TEXT("DataTable'/Game/CPPFunction/DataDrive/DT_UserInfo.DT_UserInfo'"));
if (UserInfoDataTable)
{
FSimpleStruct* UserInfo = new FSimpleStruct();
UserInfo->name = TEXT("Lily");
UserInfo->health = 80;
FName RowName = TEXT("Player3");
UserInfoDataTable->AddRow(RowName, *UserInfo);
}
导入CSV
-
csv 文件
---,name,health,icon
Player4,"马克","200","Texture2D'/Game/FourEvilDragonsHP/Textures/DragonTheUsurper/BlueHPTex.BlueHPTex'"
Player5,"冉冰","90","Texture2D'/Game/FourEvilDragonsHP/Textures/DragonTheSoulEater/BlueHPTex.BlueHPTex'"
Player6,"墨城","150","None"
-
填充现有的 DataTable
UserInfoDataTable = LoadObject<UDataTable>(this, TEXT("DataTable'/Game/CPPFunction/DataDrive/DT_UserInfo.DT_UserInfo'"));
if (UserInfoDataTable)
{
FString CSVPath = FPaths::ProjectDir() + TEXT("DataDrive/UserInfo.csv");
CSVPath = FPaths::ConvertRelativePathToFull(CSVPath);
if (FPlatformFileManager::Get().GetPlatformFile().FileExists(*CSVPath))
{
UDataTableFunctionLibrary::FillDataTableFromCSVFile(UserInfoDataTable, CSVPath);
}
}
-
生成 UDataTable
UDataTable* ADataDriveActor::CreateDataTableFromCSV()
{
FString CSVPath = FPaths::ProjectDir() + TEXT("DataDrive/UserInfo.csv");
CSVPath = FPaths::ConvertRelativePathToFull(CSVPath);
if (FPlatformFileManager::Get().GetPlatformFile().FileExists(*CSVPath))
{
UKismetSystemLibrary::PrintString(GetWorld(), *CSVPath);
FString CSVData;
FFileHelper::LoadFileToString(CSVData, *CSVPath);
UDataTable* DT_UserInfo = NewObject<UDataTable>(GetTransientPackage(), FName(TEXT("DT_UserInfo2")));
DT_UserInfo->RowStruct = FSimpleStruct::StaticStruct();
DT_UserInfo->CreateTableFromCSVString(CSVData);
return DT_UserInfo;
}
return nullptr;
}
导出 CSV
-
GetTableAsCSV
UserInfoDataTable = LoadObject<UDataTable>(this, TEXT("DataTable'/Game/CPPFunction/DataDrive/DT_UserInfo.DT_UserInfo'"));
if (UserInfoDataTable)
{
FString CSVString = UserInfoDataTable->GetTableAsCSV();
FString CSVPath = FPaths::ProjectDir() + TEXT("DataDrive/UserInfo2.csv");
FFileHelper::SaveStringToFile(CSVString, *CSVPath, FFileHelper::EEncodingOptions::ForceUTF8);
}
导入导出Json
选择 FSimpleStruct 结构体
-
FindRow
UserInfoDataTable = LoadObject<UDataTable>(this, TEXT("DataTable'/Game/CPPFunction/DataDrive/DT_UserInfo.DT_UserInfo'"));
if (UserInfoDataTable)
{
for (FName RowName : UserInfoDataTable->GetRowNames())
{
FSimpleStruct* UserInfo = UserInfoDataTable->FindRow<FSimpleStruct>(RowName, TEXT("name"));
if (UserInfo)
{
UKismetSystemLibrary::PrintString(GetWorld(), UserInfo->name);
}
}
}
else
{
UKismetSystemLibrary::PrintString(GetWorld(), TEXT(" Not Find DataTable!"));
}
-
GetRowMap
UserInfoDataTable = LoadObject<UDataTable>(this, TEXT("DataTable'/Game/CPPFunction/DataDrive/DT_UserInfo.DT_UserInfo'"));
if (UserInfoDataTable)
{
for (auto it : UserInfoDataTable->GetRowMap())
{
FString RowName = (it.Key).ToString(); FSimpleStruct* UserInfo = (FSimpleStruct*)it.Value; UKismetSystemLibrary::PrintString(GetWorld(), FString::Printf(TEXT("%s %s"), *RowName, *UserInfo->name));
}
}
Datatable 写入行数据
-
AddRow
UserInfoDataTable = LoadObject<UDataTable>(this, TEXT("DataTable'/Game/CPPFunction/DataDrive/DT_UserInfo.DT_UserInfo'"));
if (UserInfoDataTable)
{
FSimpleStruct* UserInfo = new FSimpleStruct();
UserInfo->name = TEXT("Lily");
UserInfo->health = 80;
FName RowName = TEXT("Player3");
UserInfoDataTable->AddRow(RowName, *UserInfo);
}
导入CSV
-
csv 文件
---,name,health,icon
Player4,"马克","200","Texture2D'/Game/FourEvilDragonsHP/Textures/DragonTheUsurper/BlueHPTex.BlueHPTex'"
Player5,"冉冰","90","Texture2D'/Game/FourEvilDragonsHP/Textures/DragonTheSoulEater/BlueHPTex.BlueHPTex'"
Player6,"墨城","150","None"
-
填充现有的 DataTable
UserInfoDataTable = LoadObject<UDataTable>(this, TEXT("DataTable'/Game/CPPFunction/DataDrive/DT_UserInfo.DT_UserInfo'"));
if (UserInfoDataTable)
{
FString CSVPath = FPaths::ProjectDir() + TEXT("DataDrive/UserInfo.csv");
CSVPath = FPaths::ConvertRelativePathToFull(CSVPath);
if (FPlatformFileManager::Get().GetPlatformFile().FileExists(*CSVPath))
{
UDataTableFunctionLibrary::FillDataTableFromCSVFile(UserInfoDataTable, CSVPath);
}
}
-
生成 UDataTable
UDataTable* ADataDriveActor::CreateDataTableFromCSV()
{
FString CSVPath = FPaths::ProjectDir() + TEXT("DataDrive/UserInfo.csv");
CSVPath = FPaths::ConvertRelativePathToFull(CSVPath);
if (FPlatformFileManager::Get().GetPlatformFile().FileExists(*CSVPath))
{
UKismetSystemLibrary::PrintString(GetWorld(), *CSVPath);
FString CSVData;
FFileHelper::LoadFileToString(CSVData, *CSVPath);
UDataTable* DT_UserInfo = NewObject<UDataTable>(GetTransientPackage(), FName(TEXT("DT_UserInfo2")));
DT_UserInfo->RowStruct = FSimpleStruct::StaticStruct();
DT_UserInfo->CreateTableFromCSVString(CSVData);
return DT_UserInfo;
}
return nullptr;
}
导出 CSV
-
GetTableAsCSV
UserInfoDataTable = LoadObject<UDataTable>(this, TEXT("DataTable'/Game/CPPFunction/DataDrive/DT_UserInfo.DT_UserInfo'"));
if (UserInfoDataTable)
{
FString CSVString = UserInfoDataTable->GetTableAsCSV();
FString CSVPath = FPaths::ProjectDir() + TEXT("DataDrive/UserInfo2.csv");
FFileHelper::SaveStringToFile(CSVString, *CSVPath, FFileHelper::EEncodingOptions::ForceUTF8);
}
导入导出Json
AddRow
UserInfoDataTable = LoadObject<UDataTable>(this, TEXT("DataTable'/Game/CPPFunction/DataDrive/DT_UserInfo.DT_UserInfo'"));
if (UserInfoDataTable)
{
FSimpleStruct* UserInfo = new FSimpleStruct();
UserInfo->name = TEXT("Lily");
UserInfo->health = 80;
FName RowName = TEXT("Player3");
UserInfoDataTable->AddRow(RowName, *UserInfo);
}
-
csv 文件
---,name,health,icon
Player4,"马克","200","Texture2D'/Game/FourEvilDragonsHP/Textures/DragonTheUsurper/BlueHPTex.BlueHPTex'"
Player5,"冉冰","90","Texture2D'/Game/FourEvilDragonsHP/Textures/DragonTheSoulEater/BlueHPTex.BlueHPTex'"
Player6,"墨城","150","None"
-
填充现有的 DataTable
UserInfoDataTable = LoadObject<UDataTable>(this, TEXT("DataTable'/Game/CPPFunction/DataDrive/DT_UserInfo.DT_UserInfo'"));
if (UserInfoDataTable)
{
FString CSVPath = FPaths::ProjectDir() + TEXT("DataDrive/UserInfo.csv");
CSVPath = FPaths::ConvertRelativePathToFull(CSVPath);
if (FPlatformFileManager::Get().GetPlatformFile().FileExists(*CSVPath))
{
UDataTableFunctionLibrary::FillDataTableFromCSVFile(UserInfoDataTable, CSVPath);
}
}
-
生成 UDataTable
UDataTable* ADataDriveActor::CreateDataTableFromCSV()
{
FString CSVPath = FPaths::ProjectDir() + TEXT("DataDrive/UserInfo.csv");
CSVPath = FPaths::ConvertRelativePathToFull(CSVPath);
if (FPlatformFileManager::Get().GetPlatformFile().FileExists(*CSVPath))
{
UKismetSystemLibrary::PrintString(GetWorld(), *CSVPath);
FString CSVData;
FFileHelper::LoadFileToString(CSVData, *CSVPath);
UDataTable* DT_UserInfo = NewObject<UDataTable>(GetTransientPackage(), FName(TEXT("DT_UserInfo2")));
DT_UserInfo->RowStruct = FSimpleStruct::StaticStruct();
DT_UserInfo->CreateTableFromCSVString(CSVData); return DT_UserInfo;
}
return nullptr;
}
导出 CSV
-
GetTableAsCSV
UserInfoDataTable = LoadObject<UDataTable>(this, TEXT("DataTable'/Game/CPPFunction/DataDrive/DT_UserInfo.DT_UserInfo'"));
if (UserInfoDataTable)
{
FString CSVString = UserInfoDataTable->GetTableAsCSV();
FString CSVPath = FPaths::ProjectDir() + TEXT("DataDrive/UserInfo2.csv");
FFileHelper::SaveStringToFile(CSVString, *CSVPath, FFileHelper::EEncodingOptions::ForceUTF8);
}
导入导出Json
GetTableAsCSV
UserInfoDataTable = LoadObject<UDataTable>(this, TEXT("DataTable'/Game/CPPFunction/DataDrive/DT_UserInfo.DT_UserInfo'"));
if (UserInfoDataTable)
{
FString CSVString = UserInfoDataTable->GetTableAsCSV();
FString CSVPath = FPaths::ProjectDir() + TEXT("DataDrive/UserInfo2.csv");
FFileHelper::SaveStringToFile(CSVString, *CSVPath, FFileHelper::EEncodingOptions::ForceUTF8);
}
省略








