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C++ FReferenceCollector::AddReferencedObject方法代码示例

本文整理汇总了C++中FReferenceCollector::AddReferencedObject方法的典型用法代码示例。如果您正苦于以下问题:C++ FReferenceCollector::AddReferencedObject方法的具体用法?C++ FReferenceCollector::AddReferencedObject怎么用?C++ FReferenceCollector::AddReferencedObject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FReferenceCollector的用法示例。


在下文中一共展示了FReferenceCollector::AddReferencedObject方法的15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: AddReferencedObjects

void FGridWidget::AddReferencedObjects( FReferenceCollector& Collector )
{
	Collector.AddReferencedObject( LevelGridMaterial );
	Collector.AddReferencedObject( LevelGridMaterialInst );
	Collector.AddReferencedObject( LevelGridMaterial2 );
	Collector.AddReferencedObject( LevelGridMaterialInst2 );
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:7,代码来源:EditorComponents.cpp

示例2: AddReferencedObjects

/** FGCObject interface */
void FEdModeHaste::AddReferencedObjects(FReferenceCollector& Collector)
{
	// Call parent implementation
	FEdMode::AddReferencedObjects(Collector);

	Collector.AddReferencedObject(BrushMeshComponent);
	Collector.AddReferencedObject(UISettings);
}
开发者ID:coderespawn,项目名称:haste-plugin-ue4,代码行数:9,代码来源:HasteEdMode.cpp

示例3:

void FTransaction::FObjectRecord::AddReferencedObjects( FReferenceCollector& Collector )
{
	Collector.AddReferencedObject( Object );
	for( int32 ObjIndex = 0; ObjIndex < ReferencedObjects.Num(); ObjIndex++ )
	{
		Collector.AddReferencedObject( ReferencedObjects[ ObjIndex ] );
	}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:8,代码来源:EditorTransaction.cpp

示例4: AddReferencedObjects

void FPreviewScene::AddReferencedObjects( FReferenceCollector& Collector )
{
	for( int32 Index = 0; Index < Components.Num(); Index++ )
	{
		Collector.AddReferencedObject( Components[ Index ] );
	}
	Collector.AddReferencedObject( DirectionalLight );
	Collector.AddReferencedObject( PreviewWorld );
}
开发者ID:stoneStyle,项目名称:Unreal4,代码行数:9,代码来源:PreviewScene.cpp

示例5: AddReferencedObjects

void FSignificanceManagerModule::AddReferencedObjects( FReferenceCollector& Collector )
{
	for (TPair<const UWorld*, USignificanceManager*>& WorldSignificanceManagerPair : WorldSignificanceManagers)
	{
		Collector.AddReferencedObject(WorldSignificanceManagerPair.Value, WorldSignificanceManagerPair.Key);
	}
	UClass* SignificanceManagerClassPtr = *SignificanceManagerClass;
	Collector.AddReferencedObject(SignificanceManagerClassPtr);
	SignificanceManagerClass = SignificanceManagerClassPtr; // Since pointer can be modified by AddReferencedObject
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:10,代码来源:SignificanceManager.cpp

示例6: AddReferencedObjects

void UFactory::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector)
{	
	UFactory* This = CastChecked<UFactory>(InThis);
	UClass* SupportedClass = *This->SupportedClass;
	UClass* ContextClass = *This->ContextClass;
	Collector.AddReferencedObject( SupportedClass, This );
	Collector.AddReferencedObject( ContextClass, This );

	Super::AddReferencedObjects( This, Collector );
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:10,代码来源:Factory.cpp

示例7: AddReferencedObjects

void FDestructibleMeshEditorViewportClient::AddReferencedObjects( FReferenceCollector& Collector )
{
	for (int32 i=0; i < SelectedChunks.Num(); ++i)
	{
		Collector.AddReferencedObject(SelectedChunks[i]);
	}

	for (int32 i=0; i < UnusedProxies.Num(); ++i)
	{
		Collector.AddReferencedObject(UnusedProxies[i]);
	}
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:12,代码来源:SDestructibleMeshEditorViewport.cpp

示例8: AddReferencedObjects

// FGCObject interface
void FDeferRegisterStaticComponents::AddReferencedObjects(FReferenceCollector& Collector)
{
	for (TMap<AActor*, TArray<FDeferredComponentInfo> >::TIterator It(ComponentsToRegister); It; ++It)
	{
		Collector.AddReferencedObject(It.Key());
		TArray<FDeferredComponentInfo>& Components = It.Value();
		for (int32 ComponentIndex = 0; ComponentIndex < Components.Num(); ++ComponentIndex)
		{
			Collector.AddReferencedObject(Components[ComponentIndex].Component);
		}
	}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:13,代码来源:ActorConstruction.cpp

示例9: AddReferencedObjects

void FLegacySlateFontInfoCache::AddReferencedObjects(FReferenceCollector& Collector)
{
	for(auto& FallbackFontEntry : FallbackFonts)
	{
		const UFontBulkData* TmpPtr = FallbackFontEntry.Value->BulkDataPtr;
		Collector.AddReferencedObject(TmpPtr);
	}

	if(LastResortFont.IsValid())
	{
		const UFontBulkData* TmpPtr = LastResortFont->BulkDataPtr;
		Collector.AddReferencedObject(TmpPtr);
	}
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:14,代码来源:LegacySlateFontInfoCache.cpp

示例10: AddReferencedObjects

void FLegacySlateFontInfoCache::AddReferencedObjects(FReferenceCollector& Collector)
{
	if(FallbackFontData.IsValid())
	{
		const UFontBulkData* TmpPtr = FallbackFontData->BulkDataPtr;
		Collector.AddReferencedObject(TmpPtr);
	}

	if(LastResortFontData.IsValid())
	{
		const UFontBulkData* TmpPtr = LastResortFontData->BulkDataPtr;
		Collector.AddReferencedObject(TmpPtr);
	}
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:14,代码来源:LegacySlateFontInfoCache.cpp

示例11: AddReferencedObjects

void UPolys::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector)
{
    UPolys* This = CastChecked<UPolys>(InThis);
    // Let GC know that we're referencing some Actor and Property objects
    for( TTransArray<FPoly>::TConstIterator ElementIt(This->Element); ElementIt; ++ElementIt )
    {
        FPoly PolyElement = *ElementIt;
        Collector.AddReferencedObject( PolyElement.Actor, This );
        Collector.AddReferencedObject( PolyElement.Material, This );
    }
    UObject* ElementOwner = This->Element.GetOwner();
    Collector.AddReferencedObject( ElementOwner, This );
    Super::AddReferencedObjects(This, Collector);
}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:14,代码来源:Polygon.cpp

示例12: AddReferencedObjects

void FStandaloneCompositeFont::AddReferencedObjects(FReferenceCollector& Collector)
{
	for(FTypefaceEntry& TypefaceEntry : DefaultTypeface.Fonts)
	{
		Collector.AddReferencedObject(TypefaceEntry.Font.BulkDataPtr);
	}

	for(FCompositeSubFont& SubFont : SubTypefaces)
	{
		for(FTypefaceEntry& TypefaceEntry : SubFont.Typeface.Fonts)
		{
			Collector.AddReferencedObject(TypefaceEntry.Font.BulkDataPtr);
		}
	}
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:15,代码来源:CompositeFont.cpp

示例13: AddReferencedObjects

	virtual void AddReferencedObjects(FReferenceCollector& Collector)
	{
		if( ResourceObject )
		{
			Collector.AddReferencedObject(ResourceObject);
		}
	}
开发者ID:rob422lou,项目名称:Perdix,代码行数:7,代码来源:ShooterGameLoadingScreen.cpp

示例14: AddReferencedObjects

void FEdModeLevel::AddReferencedObjects( FReferenceCollector& Collector )
{
	// Call parent implementation
	FEdMode::AddReferencedObjects( Collector );

	Collector.AddReferencedObject(BoxMaterial);
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:7,代码来源:LevelEdMode.cpp

示例15: AddReferencedObjects

void STutorialRoot::AddReferencedObjects( FReferenceCollector& Collector )
{
	if(CurrentTutorial != nullptr)
	{
		Collector.AddReferencedObject(CurrentTutorial);
	}
}
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:7,代码来源:STutorialRoot.cpp


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