本文整理汇总了C++中SkUERuntime::is_binary_hierarchy_existing方法的典型用法代码示例。如果您正苦于以下问题:C++ SkUERuntime::is_binary_hierarchy_existing方法的具体用法?C++ SkUERuntime::is_binary_hierarchy_existing怎么用?C++ SkUERuntime::is_binary_hierarchy_existing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SkUERuntime
的用法示例。
在下文中一共展示了SkUERuntime::is_binary_hierarchy_existing方法的1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: StartupModule
//---------------------------------------------------------------------------------------
// This code will execute after your module is loaded into memory (but after global
// variables are initialized, of course.)
void FSkookumScriptRuntime::StartupModule()
{
#if WITH_EDITORONLY_DATA
// In editor builds, don't activate SkookumScript if there's no project (project wizard mode)
if (!FApp::GetGameName() || !FApp::GetGameName()[0] || FPlatformString::Strcmp(FApp::GetGameName(), TEXT("None")) == 0)
{
m_is_skookum_disabled = true;
return;
}
#else
// In cooked builds, stay inert when there's no compiled binaries
if (!m_runtime.is_binary_hierarchy_existing())
{
m_is_skookum_disabled = true;
return;
}
#endif
A_DPRINT("Starting up SkookumScript plug-in modules\n");
// Note that FWorldDelegates::OnPostWorldCreation has world_p->WorldType set to None
// Note that FWorldDelegates::OnPreWorldFinishDestroy has world_p->GetName() set to "None"
m_on_world_init_pre_handle = FWorldDelegates::OnPreWorldInitialization.AddRaw(this, &FSkookumScriptRuntime::on_world_init_pre);
m_on_world_init_post_handle = FWorldDelegates::OnPostWorldInitialization.AddRaw(this, &FSkookumScriptRuntime::on_world_init_post);
m_on_world_cleanup_handle = FWorldDelegates::OnWorldCleanup.AddRaw(this, &FSkookumScriptRuntime::on_world_cleanup);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Start up SkookumScript
// Originally, the compiled binaries were loaded with a delay when in UE4Editor to provide the user with a smoother startup sequence
// However this caused issues with the proper initialization of Skookum Blueprint nodes
// So to avoid glitches, SkookumScript is always initialized right away right here
//#if WITH_EDITORONLY_DATA
// if (!GIsEditor)
//#endif
{
// Initialize right away
ensure_runtime_initialized();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Send off connect request to IDE
// Come back later to check on it
#ifdef SKOOKUM_REMOTE_UNREAL
if (!IsRunningCommandlet())
{
m_remote_client.set_mode(SkLocale_runtime);
}
#endif
}