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

本文整理汇总了C++中FReferenceCollector::AddReferencedObjects方法的典型用法代码示例。如果您正苦于以下问题:C++ FReferenceCollector::AddReferencedObjects方法的具体用法?C++ FReferenceCollector::AddReferencedObjects怎么用?C++ FReferenceCollector::AddReferencedObjects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::AddReferencedObjects方法的10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 FBlueprintActionDatabase::AddReferencedObjects(FReferenceCollector& Collector)
{
	for (auto& ActionListIt : ActionRegistry)
	{
		Collector.AddReferencedObjects(ActionListIt.Value);
	}
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:8,代码来源:BlueprintActionDatabase.cpp

示例2: AddReferencedObjects

void UDataTable::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector)
{
    UDataTable* This = CastChecked<UDataTable>(InThis);

    // Need to emit references for referenced rows
    if(This->RowStruct != NULL)
    {
        // Now iterate over rows in the map
        for ( auto RowIt = This->RowMap.CreateIterator(); RowIt; ++RowIt )
        {
            uint8* RowData = RowIt.Value();

            if (RowData)
            {
                // Serialize all of the properties to make sure they get in the collector
                FSimpleObjectReferenceCollectorArchive ObjectReferenceCollector( This, Collector );
                This->RowStruct->SerializeBin(ObjectReferenceCollector, RowData);
            }
        }
    }

#if WITH_EDITOR
    Collector.AddReferencedObjects(This->TemporarilyReferencedObjects);
#endif //WITH_EDITOR

    Super::AddReferencedObjects( This, Collector );
}
开发者ID:magetron,项目名称:UnrealEngine4-mod,代码行数:27,代码来源:DataTable.cpp

示例3: AddReferencedObjects

void FTransaction::AddReferencedObjects( FReferenceCollector& Collector )
{
	for( FObjectRecord& ObjectRecord : Records )
	{
		ObjectRecord.AddReferencedObjects( Collector );
	}
	Collector.AddReferencedObjects(ObjectMap);
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:8,代码来源:EditorTransaction.cpp

示例4: AddReferencedObjects

//------------------------------------------------------------------------------
void FBlueprintNodeTemplateCache::AddReferencedObjects(FReferenceCollector& Collector)
{
	for (auto& TemplateEntry : NodeTemplateCache)
	{
		Collector.AddReferencedObject(TemplateEntry.Value);
	}
	Collector.AddReferencedObjects(TemplateOuters);
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:9,代码来源:BlueprintNodeTemplateCache.cpp

示例5:

void FAssetEditorToolkit::FGCEditingObjects::AddReferencedObjects(FReferenceCollector& Collector)
{
	Collector.AddReferencedObjects(OwnerToolkit.EditingObjects);
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:4,代码来源:AssetEditorToolkit.cpp

示例6: AddReferencedObjects

void FUnrealEnginePythonHouseKeeper::AddReferencedObjects(FReferenceCollector& InCollector)
{
    InCollector.AddReferencedObjects(PythonTrackedObjects);
}
开发者ID:20tab,项目名称:UnrealEnginePython,代码行数:4,代码来源:PythonHouseKeeper.cpp

示例7: AddReferencedObjects

void FActorFolders::AddReferencedObjects(FReferenceCollector& Collector)
{
	// Add references for all our UObjects so they don't get collected
	Collector.AddReferencedObjects(TemporaryWorldFolders);
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:5,代码来源:EditorActorFolders.cpp

示例8: AddReferencedObjects

void FSlateRHIResourceManager::AddReferencedObjects(FReferenceCollector& Collector)
{
	Collector.AddReferencedObjects(AccessedUTextures);
	Collector.AddReferencedObjects(AccessedMaterials);
}
开发者ID:magetron,项目名称:UnrealEngine4-mod,代码行数:5,代码来源:SlateRHIResourceManager.cpp

示例9: AddReferencedObjects

void FPreviewScene::AddReferencedObjects( FReferenceCollector& Collector )
{
	Collector.AddReferencedObjects( Components );
	Collector.AddReferencedObject( DirectionalLight );
	Collector.AddReferencedObject( PreviewWorld );
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:6,代码来源:PreviewScene.cpp

示例10: AddReferencedObjects

void ULandscapeInfoMap::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector)
{
	ULandscapeInfoMap* This = CastChecked<ULandscapeInfoMap>(InThis);

	Collector.AddReferencedObjects(This->Map, This);
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:6,代码来源:LandscapeInfoMap.cpp


注:本文中的FReferenceCollector::AddReferencedObjects方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。