本文整理汇总了C++中ABrush::SetNotForClientOrServer方法的典型用法代码示例。如果您正苦于以下问题:C++ ABrush::SetNotForClientOrServer方法的具体用法?C++ ABrush::SetNotForClientOrServer怎么用?C++ ABrush::SetNotForClientOrServer使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ABrush
的用法示例。
在下文中一共展示了ABrush::SetNotForClientOrServer方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: NSLOCTEXT
/**
* Adds a brush to the list of CSG brushes in the level, using a CSG operation.
*
* @return A newly-created copy of the brush.
*/
ABrush* FBSPOps::csgAddOperation( ABrush* Actor, uint32 PolyFlags, EBrushType BrushType)
{
check(Actor);
check(Actor->BrushComponent);
check(Actor->Brush);
check(Actor->Brush->Polys);
check(Actor->GetWorld());
// Can't do this if brush has no polys.
if( !Actor->Brush->Polys->Element.Num() )
return NULL;
// Spawn a new actor for the brush.
ABrush* Result = Actor->GetWorld()->SpawnBrush();
Result->SetNotForClientOrServer();
// Duplicate the brush.
csgCopyBrush
(
Result,
Actor,
PolyFlags,
RF_Transactional,
0,
true
);
check(Result->Brush);
if( Result->GetBrushBuilder() )
{
Result->SetActorLabel( FText::Format( NSLOCTEXT("BSPBrushOps", "BrushName", "{0} Brush"), FText::FromString( Result->GetBrushBuilder()->GetClass()->GetDescription() ) ).ToString() );
}
// Assign the default material to the brush's polys.
for( int32 i=0; i<Result->Brush->Polys->Element.Num(); i++ )
{
FPoly& CurrentPoly = Result->Brush->Polys->Element[i];
if ( !CurrentPoly.Material )
{
CurrentPoly.Material = UMaterial::GetDefaultMaterial(MD_Surface);
}
}
// Set add-info.
Result->BrushType = BrushType;
Result->ReregisterAllComponents();
return Result;
}
示例2: if
//.........这里部分代码省略.........
!!SubobjectOuter,
&InstanceGraph
);
}
else
{
// We do not want to set RF_Transactional for construction script created components, so we have to monkey with things here
if (NewFlags & RF_Transactional)
{
UActorComponent* Component = Cast<UActorComponent>(ComponentTemplate);
if (Component && Component->IsCreatedByConstructionScript())
{
NewFlags &= ~RF_Transactional;
}
}
// Make sure desired flags are set - existing object could be pending kill
ComponentTemplate->ClearFlags(RF_AllFlags);
ComponentTemplate->SetFlags(NewFlags);
}
// replace all properties in this subobject outer' class that point to the original subobject with the new subobject
TMap<UObject*, UObject*> ReplacementMap;
if (Archetype)
{
checkSlow(ComponentTemplate->GetArchetype() == Archetype);
ReplacementMap.Add(Archetype, ComponentTemplate);
InstanceGraph.AddNewInstance(ComponentTemplate);
}
if (OldComponent)
{
ReplacementMap.Add(OldComponent, ComponentTemplate);
}
FArchiveReplaceObjectRef<UObject> ReplaceAr(SubobjectOuter, ReplacementMap, false, false, true);
// import the properties for the subobject
SourceText = ImportObjectProperties(
(uint8*)ComponentTemplate,
SourceText,
TemplateClass,
SubobjectRoot,
ComponentTemplate,
Warn,
Depth+1,
ContextSupplier ? ContextSupplier->CurrentLine : 0,
&InstanceGraph,
ActorRemapper
);
}
}
else if( FParse::Command(&Str,TEXT("CustomProperties")))
{
check(SubobjectOuter);
SubobjectOuter->ImportCustomProperties(Str, Warn);
}
else if( GetEND(&Str,TEXT("Actor")) || GetEND(&Str,TEXT("DefaultProperties")) || GetEND(&Str,TEXT("structdefaultproperties")) || (GetEND(&Str,TEXT("Object")) && Depth) )
{
// End of properties.
break;
}
else if( GetREMOVE(&Str,TEXT("Component")) )
{
checkf(false, TEXT("Remove component is illegal in pasted text"));
}
else
{
// Property.
UProperty::ImportSingleProperty(Str, DestData, ObjectStruct, SubobjectOuter, PortFlags, Warn, DefinedProperties);
}
}
if (ActorRemapper)
{
for (const auto& DefinedProperty : DefinedProperties)
{
RemapProperty(DefinedProperty.Property, DefinedProperty.Index, *ActorRemapper, DestData);
}
}
// Prepare brush.
if( ImportedBrush && ObjectStruct->IsChildOf<ABrush>() && !ObjectStruct->IsChildOf<AVolume>() )
{
check(GIsEditor);
ABrush* Actor = (ABrush*)DestData;
check(Actor->GetBrushComponent());
if( Actor->GetBrushComponent()->Mobility == EComponentMobility::Static )
{
// Prepare static brush.
Actor->SetNotForClientOrServer();
}
else
{
// Prepare moving brush.
FBSPOps::csgPrepMovingBrush( Actor );
}
}
return SourceText;
}