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类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 );
}
示例2: AddReferencedObjects
/** FGCObject interface */
void FEdModeHaste::AddReferencedObjects(FReferenceCollector& Collector)
{
// Call parent implementation
FEdMode::AddReferencedObjects(Collector);
Collector.AddReferencedObject(BrushMeshComponent);
Collector.AddReferencedObject(UISettings);
}
示例3:
void FTransaction::FObjectRecord::AddReferencedObjects( FReferenceCollector& Collector )
{
Collector.AddReferencedObject( Object );
for( int32 ObjIndex = 0; ObjIndex < ReferencedObjects.Num(); ObjIndex++ )
{
Collector.AddReferencedObject( ReferencedObjects[ ObjIndex ] );
}
}
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 );
}
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
}
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 );
}
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]);
}
}
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);
}
}
}
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);
}
}
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);
}
}
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);
}
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);
}
}
}
示例13: AddReferencedObjects
virtual void AddReferencedObjects(FReferenceCollector& Collector)
{
if( ResourceObject )
{
Collector.AddReferencedObject(ResourceObject);
}
}
示例14: AddReferencedObjects
void FEdModeLevel::AddReferencedObjects( FReferenceCollector& Collector )
{
// Call parent implementation
FEdMode::AddReferencedObjects( Collector );
Collector.AddReferencedObject(BoxMaterial);
}
示例15: AddReferencedObjects
void STutorialRoot::AddReferencedObjects( FReferenceCollector& Collector )
{
if(CurrentTutorial != nullptr)
{
Collector.AddReferencedObject(CurrentTutorial);
}
}