本文整理汇总了C++中FAssetData::IsAssetLoaded方法的典型用法代码示例。如果您正苦于以下问题:C++ FAssetData::IsAssetLoaded方法的具体用法?C++ FAssetData::IsAssetLoaded怎么用?C++ FAssetData::IsAssetLoaded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FAssetData
的用法示例。
在下文中一共展示了FAssetData::IsAssetLoaded方法的5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: OnAssetRenamed
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::OnAssetRenamed(FAssetData const& AssetInfo, const FString& InOldName)
{
FBlueprintActionDatabase& ActionDatabase = FBlueprintActionDatabase::Get();
if (!AssetInfo.IsAssetLoaded())
{
ActionDatabase.MoveUnloadedAssetActions(*InOldName, AssetInfo.ObjectPath);
}
}
示例2: IsOpenForRegistration
//------------------------------------------------------------------------------
bool FBlueprintActionDatabaseRegistrar::IsOpenForRegistration(FAssetData const& AssetKey)
{
UObject const* OwnerKey = GeneratingClass;
if (AssetKey.IsAssetLoaded())
{
OwnerKey = AssetKey.GetAsset();
}
return IsOpenForRegistration(OwnerKey);
}
示例3: OnAssetRemoved
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::OnAssetRemoved(FAssetData const& AssetInfo)
{
FBlueprintActionDatabase& ActionDatabase = FBlueprintActionDatabase::Get();
if (AssetInfo.IsAssetLoaded())
{
UObject* AssetObject = AssetInfo.GetAsset();
OnAssetRemoved(AssetObject);
}
else
{
ActionDatabase.ClearUnloadedAssetActions(AssetInfo.ObjectPath);
}
}
示例4: OnAssetAdded
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::OnAssetAdded(FAssetData const& NewAssetInfo)
{
if (NewAssetInfo.IsAssetLoaded())
{
UObject* AssetObject = NewAssetInfo.GetAsset();
if (UBlueprint* NewBlueprint = Cast<UBlueprint>(AssetObject))
{
OnBlueprintChanged(NewBlueprint);
}
else
{
FBlueprintActionDatabase& ActionDatabase = FBlueprintActionDatabase::Get();
ActionDatabase.RefreshAssetActions(AssetObject);
}
}
}
示例5: AddBlueprintAction
//------------------------------------------------------------------------------
bool FBlueprintActionDatabaseRegistrar::AddBlueprintAction(FAssetData const& AssetDataOwner, UBlueprintNodeSpawner* NodeSpawner)
{
bool bReturnResult = false;
// @TODO: assert that AddBlueprintAction(UBlueprintNodeSpawner* NodeSpawner)
// wouldn't come up with a different key (besides GeneratingClass)
if(AssetDataOwner.IsAssetLoaded())
{
bReturnResult = AddBlueprintAction(AssetDataOwner.GetAsset(), NodeSpawner);
}
else
{
bReturnResult = AddBlueprintAction(NodeSpawner->NodeClass, NodeSpawner);
if(bReturnResult)
{
TArray<UBlueprintNodeSpawner*>& ActionList = UnloadedActionDatabase.FindOrAdd(AssetDataOwner.ObjectPath);
ActionList.Add(NodeSpawner);
}
}
return bReturnResult;
}