本文整理汇总了C++中FGameplayTagContainer::ToString方法的典型用法代码示例。如果您正苦于以下问题:C++ FGameplayTagContainer::ToString方法的具体用法?C++ FGameplayTagContainer::ToString怎么用?C++ FGameplayTagContainer::ToString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FGameplayTagContainer
的用法示例。
在下文中一共展示了FGameplayTagContainer::ToString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: AddModifier
void FGAEffectModifierContainer::AddModifier(const FGAEffectModifierSpec& ModSpec, const FGameplayTagContainer& Tags,
const FGAEffectHandle HandleIn,
TSharedPtr<FGAActiveDuration> EffectPtr)
{
FString complexString = Tags.ToString();
FString simpleString = Tags.ToStringSimple();
FName test(*simpleString);
for (const FGameplayTag& tag : Tags)
{
FGAEffectModifier& mods = Modifiers.FindOrAdd(tag);
FGAModifier modifier(ModSpec.Mod, ModSpec.DirectModifier.Value, EffectPtr);
modifier.ModifierType = ModSpec.ModifierType;
mods.AddBonus(modifier, HandleIn);
}
}
示例2: OnClearAllButtonClicked
FReply FGameplayTagContainerCustomization::OnClearAllButtonClicked()
{
FScopedTransaction Transaction(LOCTEXT("GameplayTagContainerCustomization_RemoveAllTags", "Remove All Gameplay Tags"));
for (int32 ContainerIdx = 0; ContainerIdx < EditableContainers.Num(); ++ContainerIdx)
{
UObject* OwnerObj = EditableContainers[ContainerIdx].TagContainerOwner;
FGameplayTagContainer* Container = EditableContainers[ContainerIdx].TagContainer;
if (OwnerObj && Container)
{
OwnerObj->PreEditChange(StructPropertyHandle->GetProperty());
FGameplayTagContainer EmptyContainer;
StructPropertyHandle->SetValueFromFormattedString(EmptyContainer.ToString());
OwnerObj->PostEditChange();
RefreshTagList();
}
}
return FReply::Handled();
}