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TArray<FVector> Array;
Array.Add(FVector::ZeroVector);
Array.Insert(FVector::ZeroVector, 1);
VecArray.Append(Array);
const int32 NumElements = VecArray.Num();
const int32 ArrayLastIndex = VecArray.Num() - 1;
FVector& Element = VecArray[0];
if (VecArray.Contains(FVector::ZeroVector))
{
}
const int32 Idx = VecArray.Find(FVector::ZeroVector);
if (Idx != INDEX_NONE)
{
}
int32 Index;
if (VecArray.Find(FVector::ZeroVector, Index))
{
}
VecArray.Remove(FVector::ZeroVector);
VecArray.RemoveAt(2);
VecArray.Empty();
const int32 Num = VecArray.Num();
for (int32 i = 0; i < Num; i++)
{
FVector& Vec = VecArray[i];
float Val = Vec.X;
}
const int32 LastIndex = VecArray.Num() - 1;
for (int32 i = 0; i < LastIndex; i++)
{
FVector& Vec = VecArray[i];
float Val = Vec.X;
}
for (FVector& Vec: VecArray)
{
float Val = Vec.X;
}
for (auto& vec:VecArray)
{
float Val = vec.X;
}
for (auto It = VecArray.CreateIterator(); It; ++It)
{
FVector& Vec = *It;
float Val = Vec.X;
}
for (auto It = VecArray.CreateIterator(); It; ++It)
{
const FVector& Vec = *It;
float Val = Vec.X;
}