本文整理汇总了C++中TInlineComponentArray::Remove方法的典型用法代码示例。如果您正苦于以下问题:C++ TInlineComponentArray::Remove方法的具体用法?C++ TInlineComponentArray::Remove怎么用?C++ TInlineComponentArray::Remove使用的例子?那么恭喜您, 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TInlineComponentArray
的用法示例。
在下文中一共展示了TInlineComponentArray::Remove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: DestroyConstructedComponents
//* Destroys the constructed components.
void AActor::DestroyConstructedComponents()
{
// Remove all existing components
TInlineComponentArray<UActorComponent*> PreviouslyAttachedComponents;
GetComponents(PreviouslyAttachedComponents);
// We need the hierarchy to be torn down in attachment order, so do a quick sort
PreviouslyAttachedComponents.Remove(nullptr);
PreviouslyAttachedComponents.Sort([](UActorComponent& A, UActorComponent& B)
{
if (USceneComponent* BSC = Cast<USceneComponent>(&B))
{
if (BSC->AttachParent == &A)
{
return false;
}
}
return true;
});
for (UActorComponent* Component : PreviouslyAttachedComponents)
{
if (Component)
{
bool bDestroyComponent = false;
if (Component->IsCreatedByConstructionScript())
{
bDestroyComponent = true;
}
else
{
UActorComponent* OuterComponent = Component->GetTypedOuter<UActorComponent>();
while (OuterComponent)
{
if (OuterComponent->IsCreatedByConstructionScript())
{
bDestroyComponent = true;
break;
}
OuterComponent = OuterComponent->GetTypedOuter<UActorComponent>();
}
}
if (bDestroyComponent)
{
if (Component == RootComponent)
{
RootComponent = NULL;
}
Component->DestroyComponent();
// Rename component to avoid naming conflicts in the case where we rerun the SCS and name the new components the same way.
FName const NewBaseName( *(FString::Printf(TEXT("TRASH_%s"), *Component->GetClass()->GetName())) );
FName const NewObjectName = MakeUniqueObjectName(this, GetClass(), NewBaseName);
Component->Rename(*NewObjectName.ToString(), this, REN_ForceNoResetLoaders|REN_DontCreateRedirectors|REN_NonTransactional);
}
}
}
}