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C++ FAssetData::IsAssetLoaded方法代码示例

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);
	}
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:10,代码来源:BlueprintActionDatabase.cpp

示例2: IsOpenForRegistration

//------------------------------------------------------------------------------
bool FBlueprintActionDatabaseRegistrar::IsOpenForRegistration(FAssetData const& AssetKey)
{
	UObject const* OwnerKey = GeneratingClass;
	if (AssetKey.IsAssetLoaded())
	{
		OwnerKey = AssetKey.GetAsset();
	}
	return IsOpenForRegistration(OwnerKey);
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:10,代码来源:BlueprintActionDatabaseRegistrar.cpp

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);
	}
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:15,代码来源:BlueprintActionDatabase.cpp

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);
		}
	}
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:17,代码来源:BlueprintActionDatabase.cpp

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;
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:22,代码来源:BlueprintActionDatabaseRegistrar.cpp


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