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

本文整理汇总了C++中FReferenceCollector::AllowEliminatingReferences方法的典型用法代码示例。如果您正苦于以下问题:C++ FReferenceCollector::AllowEliminatingReferences方法的具体用法?C++ FReferenceCollector::AllowEliminatingReferences怎么用?C++ FReferenceCollector::AllowEliminatingReferences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::AllowEliminatingReferences方法的4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 FScriptObjectReferencer::AddReferencedObjects(FReferenceCollector& Collector)
{
	Collector.AllowEliminatingReferences(false);
	for (auto Object : ScriptCreatedObjects)
	{
		Collector.AddReferencedObject(Object);
	}
	Collector.AllowEliminatingReferences(true);
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:9,代码来源:ScriptObjectReferencer.cpp

示例2: AddReferencedObjects

void FObjectReferencer::AddReferencedObjects(FReferenceCollector& Collector)
{
	// don't want the collector to NULL pointers to UObject(s) marked for destruction
	Collector.AllowEliminatingReferences(false);
	for (auto& Iterator : ObjectRefs.GetAnnotationMap())
	{
		// annotations with a ref count of zero shouldn't be in the map
		check(Iterator.Value.Count > 0);
		UObjectBase* Object = const_cast<UObjectBase*>(Iterator.Key);
		Collector.AddReferencedObject(Object);
	}
	Collector.AllowEliminatingReferences(true);
}
开发者ID:Algorithman,项目名称:klawr,代码行数:13,代码来源:KlawrObjectReferencer.cpp

示例3: AddReferencedObjects

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

	if (This->JavascriptContext.IsValid())
	{
		Collector.AllowEliminatingReferences(false);

		This->JavascriptContext->AddReferencedObjects(This, Collector);

		Collector.AllowEliminatingReferences(true);
	}

	Super::AddReferencedObjects(This, Collector);
}
开发者ID:piandpower,项目名称:Unreal.js-core,代码行数:15,代码来源:V8Implementation.cpp

示例4: AddReferencedObjects

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

	if ( This->IsObjectSerializationEnabled() )
	{
		// We cannot support undoing across GC if we allow it to eliminate references so we need
		// to suppress it.
		Collector.AllowEliminatingReferences(false);
		for( int32 Index = 0; Index < This->UndoBuffer.Num(); Index++ )
		{
			This->UndoBuffer[ Index ].AddReferencedObjects( Collector );
		}
		Collector.AllowEliminatingReferences(true);
	}

	This->CheckState();

	Super::AddReferencedObjects( This, Collector );
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:21,代码来源:EditorTransaction.cpp


注:本文中的FReferenceCollector::AllowEliminatingReferences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。