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类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);
}
}
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 );
}
示例3: AddReferencedObjects
void FTransaction::AddReferencedObjects( FReferenceCollector& Collector )
{
for( FObjectRecord& ObjectRecord : Records )
{
ObjectRecord.AddReferencedObjects( Collector );
}
Collector.AddReferencedObjects(ObjectMap);
}
示例4: AddReferencedObjects
//------------------------------------------------------------------------------
void FBlueprintNodeTemplateCache::AddReferencedObjects(FReferenceCollector& Collector)
{
for (auto& TemplateEntry : NodeTemplateCache)
{
Collector.AddReferencedObject(TemplateEntry.Value);
}
Collector.AddReferencedObjects(TemplateOuters);
}
示例5:
void FAssetEditorToolkit::FGCEditingObjects::AddReferencedObjects(FReferenceCollector& Collector)
{
Collector.AddReferencedObjects(OwnerToolkit.EditingObjects);
}
示例6: AddReferencedObjects
void FUnrealEnginePythonHouseKeeper::AddReferencedObjects(FReferenceCollector& InCollector)
{
InCollector.AddReferencedObjects(PythonTrackedObjects);
}
示例7: AddReferencedObjects
void FActorFolders::AddReferencedObjects(FReferenceCollector& Collector)
{
// Add references for all our UObjects so they don't get collected
Collector.AddReferencedObjects(TemporaryWorldFolders);
}
示例8: AddReferencedObjects
void FSlateRHIResourceManager::AddReferencedObjects(FReferenceCollector& Collector)
{
Collector.AddReferencedObjects(AccessedUTextures);
Collector.AddReferencedObjects(AccessedMaterials);
}
示例9: AddReferencedObjects
void FPreviewScene::AddReferencedObjects( FReferenceCollector& Collector )
{
Collector.AddReferencedObjects( Components );
Collector.AddReferencedObject( DirectionalLight );
Collector.AddReferencedObject( PreviewWorld );
}
示例10: AddReferencedObjects
void ULandscapeInfoMap::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector)
{
ULandscapeInfoMap* This = CastChecked<ULandscapeInfoMap>(InThis);
Collector.AddReferencedObjects(This->Map, This);
}