本文整理汇总了C++中FName::IsValid方法的典型用法代码示例。如果您正苦于以下问题:C++ FName::IsValid方法的具体用法?C++ FName::IsValid怎么用?C++ FName::IsValid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FName
的用法示例。
在下文中一共展示了FName::IsValid方法的7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: SetState
void UAkGameplayStatics::SetState( FName stateGroup, FName state )
{
FAkAudioDevice * AudioDevice = FAkAudioDevice::Get();
if( AudioDevice && stateGroup.IsValid() && state.IsValid() )
{
AudioDevice->SetState( *stateGroup.ToString() , *state.ToString() );
}
}
示例2: SetSwitch
void UAkGameplayStatics::SetSwitch( FName SwitchGroup, FName SwitchState, class AActor* Actor )
{
if ( Actor == NULL )
{
UE_LOG(LogScript, Warning, TEXT("UAkGameplayStatics::SetSwitch: NULL Actor specified!"));
return;
}
FAkAudioDevice * AudioDevice = FAkAudioDevice::Get();
if( AudioDevice && SwitchGroup.IsValid() && SwitchState.IsValid() )
{
AudioDevice->SetSwitch( *SwitchGroup.ToString(), *SwitchState.ToString(), Actor );
}
}
示例3: SetRTPCValue
void UAkGameplayStatics::SetRTPCValue( FName RTPC, float Value, int32 InterpolationTimeMs = 0, class AActor* Actor = NULL )
{
FAkAudioDevice * AudioDevice = FAkAudioDevice::Get();
if( AudioDevice && RTPC.IsValid() )
{
AudioDevice->SetRTPCValue( *RTPC.ToString(), Value, InterpolationTimeMs, Actor );
}
}
示例4: PostTrigger
void UAkGameplayStatics::PostTrigger( FName Trigger, class AActor* Actor )
{
if ( Actor == NULL )
{
UE_LOG(LogScript, Warning, TEXT("UAkGameplayStatics::PostTrigger: NULL Actor specified!"));
return;
}
FAkAudioDevice * AudioDevice = FAkAudioDevice::Get();
if( AudioDevice && Trigger.IsValid() )
{
AudioDevice->PostTrigger( *Trigger.ToString(), Actor );
}
}
示例5: AddName
bool FSmartNameMapping::AddName(FName Name, UID& OutUid)
{
check(Name.IsValid());
// Check for UID overflow
if(NextUid == MaxUID && FreeList.Num() == 0)
{
// No UIDs left
UE_LOG(LogAnimation, Error, TEXT("No more UIDs left in skeleton smartname container, consider changing UID type to longer type."));
return false;
}
else
{
const UID* ExistingUid = UidMap.FindKey(Name);
if(ExistingUid)
{
// Already present in the list
OutUid = *ExistingUid;
return false;
}
if(FreeList.Num() > 0)
{
// We've got some UIDs that are unused < NextUid. Use them first
OutUid = FreeList.Pop();
}
else
{
OutUid = NextUid++;
}
UidMap.Add(OutUid, Name);
return true;
}
}
示例6: GripComponent
bool UGripMotionControllerComponent::GripComponent(
UPrimitiveComponent* ComponentToGrip,
const FTransform &WorldOffset,
bool bWorldOffsetIsRelative,
FName OptionalSnapToSocketName,
TEnumAsByte<EGripCollisionType> GripCollisionType,
bool bAllowSetMobility,
float GripStiffness,
float GripDamping,
bool bTurnOffLateUpdateWhenColliding
)
{
if (!bIsServer || !ComponentToGrip)
{
UE_LOG(LogTemp, Warning, TEXT("VRGripMotionController grab function was passed an invalid or already gripped component"));
return false;
}
// Has to be movable to work
if (ComponentToGrip->Mobility != EComponentMobility::Movable)
{
if (bAllowSetMobility)
ComponentToGrip->SetMobility(EComponentMobility::Movable);
else
{
UE_LOG(LogTemp, Warning, TEXT("VRGripMotionController tried to grip a component set to static mobility and bAllowSetMobility is false"));
return false; // It is not movable, can't grip it
}
}
ComponentToGrip->IgnoreActorWhenMoving(this->GetOwner(), true);
// So that events caused by sweep and the like will trigger correctly
ComponentToGrip->AddTickPrerequisiteComponent(this);
FBPActorGripInformation newActorGrip;
newActorGrip.GripCollisionType = GripCollisionType;
newActorGrip.Component = ComponentToGrip;
if(ComponentToGrip->GetOwner())
newActorGrip.bOriginalReplicatesMovement = ComponentToGrip->GetOwner()->bReplicateMovement;
newActorGrip.Stiffness = GripStiffness;
newActorGrip.Damping = GripDamping;
newActorGrip.bTurnOffLateUpdateWhenColliding = bTurnOffLateUpdateWhenColliding;
if (OptionalSnapToSocketName.IsValid() && ComponentToGrip->DoesSocketExist(OptionalSnapToSocketName))
{
// I inverse it so that laying out the sockets makes sense
FTransform sockTrans = ComponentToGrip->GetSocketTransform(OptionalSnapToSocketName, ERelativeTransformSpace::RTS_Component);
newActorGrip.RelativeTransform = sockTrans.Inverse();
newActorGrip.RelativeTransform.SetScale3D(ComponentToGrip->GetComponentScale());
}
else if (bWorldOffsetIsRelative)
newActorGrip.RelativeTransform = WorldOffset;
else
newActorGrip.RelativeTransform = WorldOffset.GetRelativeTransform(this->GetComponentTransform());
NotifyGrip(newActorGrip);
GrippedActors.Add(newActorGrip);
return true;
}
示例7: UnRegisterSlateStyle
void FSlateStyleRegistry::UnRegisterSlateStyle(const FName StyleSetName)
{
check(StyleSetName.IsValid());
SlateStyleRepository.Remove(StyleSetName);
}