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C++ TSet::Remove方法代码示例

本文整理汇总了C++中TSet::Remove方法的典型用法代码示例。如果您正苦于以下问题:C++ TSet::Remove方法的具体用法?C++ TSet::Remove怎么用?C++ TSet::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TSet的用法示例。


在下文中一共展示了TSet::Remove方法的9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: RemoveOrphanedNodes

void UAIGraph::RemoveOrphanedNodes()
{
	TSet<UObject*> NodeInstances;
	CollectAllNodeInstances(NodeInstances);

	NodeInstances.Remove(nullptr);

	// Obtain a list of all nodes actually in the asset and discard unused nodes
	TArray<UObject*> AllInners;
	const bool bIncludeNestedObjects = false;
	GetObjectsWithOuter(GetOuter(), AllInners, bIncludeNestedObjects);
	for (auto InnerIt = AllInners.CreateConstIterator(); InnerIt; ++InnerIt)
	{
		UObject* TestObject = *InnerIt;
		if (!NodeInstances.Contains(TestObject) && CanRemoveNestedObject(TestObject))
		{
			TestObject->SetFlags(RF_Transient);
			TestObject->Rename(NULL, GetTransientPackage(), REN_DontCreateRedirectors | REN_NonTransactional | REN_ForceNoResetLoaders);
		}
	}
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:21,代码来源:AIGraph.cpp

示例2: SyncTrackedComponents

void UActorRecording::SyncTrackedComponents(bool bIncludeNonCDO/*=true*/)
{
	TArray<USceneComponent*> NewComponentArray;
	GetSceneComponents(NewComponentArray, bIncludeNonCDO);

	// Expire section recorders that are watching components no longer attached to our actor
	TSet<USceneComponent*> ExpiredComponents;
	for (TWeakObjectPtr<USceneComponent>& WeakComponent : TrackedComponents)
	{
		if (USceneComponent* Component = WeakComponent.Get())
		{
			ExpiredComponents.Add(Component);
		}
	}
	for (USceneComponent* Component : NewComponentArray)
	{
		ExpiredComponents.Remove(Component);
	}

	for (TSharedPtr<IMovieSceneSectionRecorder>& SectionRecorder : SectionRecorders)
	{
		if (USceneComponent* Component = Cast<USceneComponent>(SectionRecorder->GetSourceObject()))
		{
			if (ExpiredComponents.Contains(Component))
			{
				SectionRecorder->InvalidateObjectToRecord();
			}
		}
	}

	TrackedComponents.Reset(NewComponentArray.Num());
	for(USceneComponent* SceneComponent : NewComponentArray)
	{
		TrackedComponents.Add(SceneComponent);
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:36,代码来源:ActorRecording.cpp

示例3: CompileStruct

void FUserDefinedStructureCompilerUtils::CompileStruct(class UUserDefinedStruct* Struct, class FCompilerResultsLog& MessageLog, bool bForceRecompile)
{
	if (FStructureEditorUtils::UserDefinedStructEnabled() && Struct)
	{
		TSet<UBlueprint*> BlueprintsThatHaveBeenRecompiled;
		TSet<UBlueprint*> BlueprintsToRecompile;

		TArray<UUserDefinedStruct*> ChangedStructs; 

		if (FUserDefinedStructureCompilerInner::ShouldBeCompiled(Struct) || bForceRecompile)
		{
			ChangedStructs.Add(Struct);
		}

		for (int32 StructIdx = 0; StructIdx < ChangedStructs.Num(); ++StructIdx)
		{
			UUserDefinedStruct* ChangedStruct = ChangedStructs[StructIdx];
			if (ChangedStruct)
			{
				FStructureEditorUtils::BroadcastPreChange(ChangedStruct);
				FUserDefinedStructureCompilerInner::ReplaceStructWithTempDuplicate(ChangedStruct, BlueprintsToRecompile, ChangedStructs);
				ChangedStruct->Status = EUserDefinedStructureStatus::UDSS_Dirty;
			}
		}

		// COMPILE IN PROPER ORDER
		FUserDefinedStructureCompilerInner::BuildDependencyMapAndCompile(ChangedStructs, MessageLog);

		// UPDATE ALL THINGS DEPENDENT ON COMPILED STRUCTURES
		for (TObjectIterator<UK2Node> It(RF_Transient | RF_PendingKill | RF_ClassDefaultObject, true); It && ChangedStructs.Num(); ++It)
		{
			bool bReconstruct = false;

			UK2Node* Node = *It;

			if (Node && !Node->HasAnyFlags(RF_Transient | RF_PendingKill))
			{
				// If this is a struct operation node operation on the changed struct we must reconstruct
				if (UK2Node_StructOperation* StructOpNode = Cast<UK2Node_StructOperation>(Node))
				{
					UUserDefinedStruct* StructInNode = Cast<UUserDefinedStruct>(StructOpNode->StructType);
					if (StructInNode && ChangedStructs.Contains(StructInNode))
					{
						bReconstruct = true;
					}
				}
				if (!bReconstruct)
				{
					// Look through the nodes pins and if any of them are split and the type of the split pin is a user defined struct we need to reconstruct
					for (UEdGraphPin* Pin : Node->Pins)
					{
						if (Pin->SubPins.Num() > 0)
						{
							UUserDefinedStruct* StructType = Cast<UUserDefinedStruct>(Pin->PinType.PinSubCategoryObject.Get());
							if (StructType && ChangedStructs.Contains(StructType))
							{
								bReconstruct = true;
								break;
							}
						}

					}
				}
			}

			if (bReconstruct)
			{
				if (UBlueprint* FoundBlueprint = Node->GetBlueprint())
				{
					// The blueprint skeleton needs to be updated before we reconstruct the node
					// or else we may have member references that point to the old skeleton
					if (!BlueprintsThatHaveBeenRecompiled.Contains(FoundBlueprint))
					{
						BlueprintsThatHaveBeenRecompiled.Add(FoundBlueprint);
						BlueprintsToRecompile.Remove(FoundBlueprint);
						FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(FoundBlueprint);
					}
					Node->ReconstructNode();
				}
			}
		}

		for (auto BPIter = BlueprintsToRecompile.CreateIterator(); BPIter; ++BPIter)
		{
			FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(*BPIter);
		}

		for (auto ChangedStruct : ChangedStructs)
		{
			if (ChangedStruct)
			{
				FStructureEditorUtils::BroadcastPostChange(ChangedStruct);
				ChangedStruct->MarkPackageDirty();
			}
		}
	}
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:97,代码来源:UserDefinedStructureCompilerUtils.cpp

示例4: PostEditChangeProperty

void UMaterialParameterCollection::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
	// If the array counts have changed, an element has been added or removed, and we need to update the uniform buffer layout,
	// Which also requires recompiling any referencing materials
	if (ScalarParameters.Num() != PreviousScalarParameters.Num()
		|| VectorParameters.Num() != PreviousVectorParameters.Num())
	{
		// Limit the count of parameters to fit within uniform buffer limits
		const uint32 MaxScalarParameters = 1024;

		if (ScalarParameters.Num() > MaxScalarParameters)
		{
			ScalarParameters.RemoveAt(MaxScalarParameters, ScalarParameters.Num() - MaxScalarParameters);
		}

		const uint32 MaxVectorParameters = 1024;

		if (VectorParameters.Num() > MaxVectorParameters)
		{
			VectorParameters.RemoveAt(MaxVectorParameters, VectorParameters.Num() - MaxVectorParameters);
		}

		// Generate a new Id so that unloaded materials that reference this collection will update correctly on load
		StateId = FGuid::NewGuid();

		// Update the uniform buffer layout
		CreateBufferStruct();

		// Recreate each instance of this collection
		for (TObjectIterator<UWorld> It; It; ++It)
		{
			UWorld* CurrentWorld = *It;
			CurrentWorld->AddParameterCollectionInstance(this, false);
		}

		// Build set of changed parameter names
		TSet<FName> ParameterNames;
		for (const FCollectionVectorParameter& Param : PreviousVectorParameters)
		{
			ParameterNames.Add(Param.ParameterName);
		}

		for (const FCollectionScalarParameter& Param : PreviousScalarParameters)
		{
			ParameterNames.Add(Param.ParameterName);
		}

		for (const FCollectionVectorParameter& Param : VectorParameters)
		{
			ParameterNames.Remove(Param.ParameterName);
		}

		for (const FCollectionScalarParameter& Param : ScalarParameters)
		{
			ParameterNames.Remove(Param.ParameterName);
		}

		// Create a material update context so we can safely update materials using this parameter collection.
		{
			FMaterialUpdateContext UpdateContext;

			// Go through all materials in memory and recompile them if they use this material parameter collection
			for (TObjectIterator<UMaterial> It; It; ++It)
			{
				UMaterial* CurrentMaterial = *It;

				bool bRecompile = false;

				// Preview materials often use expressions for rendering that are not in their Expressions array, 
				// And therefore their MaterialParameterCollectionInfos are not up to date.
				if (CurrentMaterial->bIsPreviewMaterial)
				{
					bRecompile = true;
				}
				else
				{
					for (int32 FunctionIndex = 0; FunctionIndex < CurrentMaterial->MaterialParameterCollectionInfos.Num() && !bRecompile; FunctionIndex++)
					{
						if (CurrentMaterial->MaterialParameterCollectionInfos[FunctionIndex].ParameterCollection == this)
						{
							TArray<UMaterialExpressionCollectionParameter*> CollectionParameters;
							CurrentMaterial->GetAllExpressionsInMaterialAndFunctionsOfType(CollectionParameters);
							for (UMaterialExpressionCollectionParameter* CollectionParameter : CollectionParameters)
							{
								if (ParameterNames.Contains(CollectionParameter->ParameterName))
								{
									bRecompile = true;
									break;
								}
							}
						}
					}
				}

				if (bRecompile)
				{
					UpdateContext.AddMaterial(CurrentMaterial);

					// Propagate the change to this material
					CurrentMaterial->PreEditChange(NULL);
//.........这里部分代码省略.........
开发者ID:colwalder,项目名称:unrealengine,代码行数:101,代码来源:ParameterCollection.cpp

示例5: ConfigureEnabledPlugins

bool FPluginManager::ConfigureEnabledPlugins()
{
	if(!bHaveConfiguredEnabledPlugins)
	{
		// Don't need to run this again
		bHaveConfiguredEnabledPlugins = true;

		// If a current project is set, check that we know about any plugin that's explicitly enabled
		const FProjectDescriptor *Project = IProjectManager::Get().GetCurrentProject();
		const bool bHasProjectFile = Project != nullptr;

		// Get all the enabled plugin names
		TArray< FString > EnabledPluginNames;
#if IS_PROGRAM
		// Programs can also define the list of enabled plugins in ini
		GConfig->GetArray(TEXT("Plugins"), TEXT("ProgramEnabledPlugins"), EnabledPluginNames, GEngineIni);
#endif
#if !IS_PROGRAM || HACK_HEADER_GENERATOR
		if (!FParse::Param(FCommandLine::Get(), TEXT("NoEnginePlugins")))
		{
			FProjectManager::Get().GetEnabledPlugins(EnabledPluginNames);
		}
#endif

		// Build a set from the array
		TSet< FString > AllEnabledPlugins;
		AllEnabledPlugins.Append(MoveTemp(EnabledPluginNames));

		// Enable all the plugins by name
		for (const TSharedRef< FPlugin > Plugin : AllPlugins)
		{
			if (AllEnabledPlugins.Contains(Plugin->Name))
			{
				Plugin->bEnabled = (!IS_PROGRAM || !bHasProjectFile) || IsPluginSupportedByCurrentTarget(Plugin);
				if (!Plugin->bEnabled)
				{
					AllEnabledPlugins.Remove(Plugin->Name);
				}
			}
		}

		if (bHasProjectFile)
		{
			// Take a copy of the Project's plugins as we may remove some
			TArray<FPluginReferenceDescriptor> PluginsCopy = Project->Plugins;
			for(const FPluginReferenceDescriptor& Plugin: PluginsCopy)
			{
				if ((Plugin.bEnabled && !FindPluginInstance(Plugin.Name).IsValid()) &&
					 (!IS_PROGRAM || AllEnabledPlugins.Contains(Plugin.Name))) // skip if this is a program and the plugin is not enabled
				{
					FText Caption(LOCTEXT("PluginMissingCaption", "Plugin missing"));
					if(Plugin.MarketplaceURL.Len() > 0)
					{
						if(FMessageDialog::Open(EAppMsgType::YesNo, FText::Format(LOCTEXT("PluginMissingError", "This project requires the {0} plugin.\n\nWould you like to download it from the the Marketplace?"), FText::FromString(Plugin.Name)), &Caption) == EAppReturnType::Yes)
						{
							FString Error;
							FPlatformProcess::LaunchURL(*Plugin.MarketplaceURL, nullptr, &Error);
							if(Error.Len() > 0) FMessageDialog::Open(EAppMsgType::Ok, FText::FromString(Error));
							return false;
						}
					}
					else
					{
						FString Description = (Plugin.Description.Len() > 0) ? FString::Printf(TEXT("\n\n%s"), *Plugin.Description) : FString();
						FMessageDialog::Open(EAppMsgType::Ok, FText::Format(LOCTEXT("PluginRequiredError", "This project requires the {0} plugin. {1}"), FText::FromString(Plugin.Name), FText::FromString(Description)), &Caption);
						
						if (FMessageDialog::Open(EAppMsgType::YesNo, FText::Format(LOCTEXT("PluginMissingDisable", "Would you like to disable {0}? You will no longer be able to open any assets created using it."), FText::FromString(Plugin.Name)), &Caption) == EAppReturnType::No)
						{
							return false;
						}

						FText FailReason;
						if (!IProjectManager::Get().SetPluginEnabled(*Plugin.Name, false, FailReason))
						{
							FMessageDialog::Open(EAppMsgType::Ok, FailReason);
						}
					}
				}
			}
		}

		// If we made it here, we have all the required plugins
		bHaveAllRequiredPlugins = true;

		for(const TSharedRef<FPlugin>& Plugin: AllPlugins)
		{
			if (Plugin->bEnabled)
			{
				// Add the plugin binaries directory
				const FString PluginBinariesPath = FPaths::Combine(*FPaths::GetPath(Plugin->FileName), TEXT("Binaries"), FPlatformProcess::GetBinariesSubdirectory());
				FModuleManager::Get().AddBinariesDirectory(*PluginBinariesPath, Plugin->LoadedFrom == EPluginLoadedFrom::GameProject);

#if !IS_MONOLITHIC
				// Only check this when in a non-monolithic build where modules could be in separate binaries
				if (Project != NULL && Project->Modules.Num() == 0)
				{
					// Content only project - check whether any plugins are incompatible and offer to disable instead of trying to build them later
					TArray<FString> IncompatibleFiles;
					if (!FModuleDescriptor::CheckModuleCompatibility(Plugin->Descriptor.Modules, Plugin->LoadedFrom == EPluginLoadedFrom::GameProject, IncompatibleFiles))
					{
//.........这里部分代码省略.........
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:101,代码来源:PluginManager.cpp

示例6: EditorAutomatedBuildAndSubmit

bool FEditorBuildUtils::EditorAutomatedBuildAndSubmit( const FEditorAutomatedBuildSettings& BuildSettings, FText& OutErrorMessages )
{
	// Assume the build is successful to start
	bool bBuildSuccessful = true;
	
	// Keep a set of packages that should be submitted to source control at the end of a successful build. The build preparation and processing
	// will add and remove from the set depending on build settings, errors, etc.
	TSet<UPackage*> PackagesToSubmit;

	// Perform required preparations for the automated build process
	bBuildSuccessful = PrepForAutomatedBuild( BuildSettings, PackagesToSubmit, OutErrorMessages );

	// If the preparation went smoothly, attempt the actual map building process
	if ( bBuildSuccessful )
	{
		bBuildSuccessful = EditorBuild( GWorld, EBuildOptions::BuildAllSubmit );

		// If the map build failed, log the error
		if ( !bBuildSuccessful )
		{
			LogErrorMessage( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_BuildFailed", "The map build failed or was canceled."), OutErrorMessages );
		}
	}

	// If any map errors resulted from the build, process them according to the behavior specified in the build settings
	if ( bBuildSuccessful && FMessageLog("MapCheck").NumMessages( EMessageSeverity::Warning ) > 0 )
	{
		bBuildSuccessful = ProcessAutomatedBuildBehavior( BuildSettings.BuildErrorBehavior, NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_MapErrors", "Map errors occurred while building.\n\nAttempt to continue the build?"), OutErrorMessages );
	}

	// If it's still safe to proceed, attempt to save all of the level packages that have been marked for submission
	if ( bBuildSuccessful )
	{
		UPackage* CurOutermostPkg = GWorld->PersistentLevel->GetOutermost();
		FString PackagesThatFailedToSave;

		// Try to save the p-level if it should be submitted
		if ( PackagesToSubmit.Contains( CurOutermostPkg ) && !FEditorFileUtils::SaveLevel( GWorld->PersistentLevel ) )
		{
			// If the p-level failed to save, remove it from the set of packages to submit
			PackagesThatFailedToSave += FString::Printf( TEXT("%s\n"), *CurOutermostPkg->GetName() );
			PackagesToSubmit.Remove( CurOutermostPkg );
		}
		
		// Try to save each streaming level (if they should be submitted)
		for ( TArray<ULevelStreaming*>::TIterator LevelIter( GWorld->StreamingLevels ); LevelIter; ++LevelIter )
		{
			ULevelStreaming* CurStreamingLevel = *LevelIter;
			if ( CurStreamingLevel != NULL )
			{
				ULevel* Level = CurStreamingLevel->GetLoadedLevel();
				if ( Level != NULL )
				{
					CurOutermostPkg = Level->GetOutermost();
					if ( PackagesToSubmit.Contains( CurOutermostPkg ) && !FEditorFileUtils::SaveLevel( Level ) )
					{
						// If a save failed, remove the streaming level from the set of packages to submit
						PackagesThatFailedToSave += FString::Printf( TEXT("%s\n"), *CurOutermostPkg->GetName() );
						PackagesToSubmit.Remove( CurOutermostPkg );
					}
				}
			}
		}

		// If any packages failed to save, process the behavior specified by the build settings to see how the process should proceed
		if ( PackagesThatFailedToSave.Len() > 0 )
		{
			bBuildSuccessful = ProcessAutomatedBuildBehavior( BuildSettings.FailedToSaveBehavior,
				FText::Format( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_FilesFailedSave", "The following assets failed to save and cannot be submitted:\n\n{0}\n\nAttempt to continue the build?"), FText::FromString(PackagesThatFailedToSave) ),
				OutErrorMessages );
		}
	}

	// If still safe to proceed, make sure there are actually packages remaining to submit
	if ( bBuildSuccessful )
	{
		bBuildSuccessful = PackagesToSubmit.Num() > 0;
		if ( !bBuildSuccessful )
		{
			LogErrorMessage( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_NoValidLevels", "None of the current levels are valid for submission; automated build aborted."), OutErrorMessages );
		}
	}

	// Finally, if everything has gone smoothly, submit the requested packages to source control
	if ( bBuildSuccessful )
	{
		SubmitPackagesForAutomatedBuild( PackagesToSubmit, BuildSettings );
	}

	// Check if the user requested the editor shutdown at the conclusion of the automated build
	if ( BuildSettings.bShutdownEditorOnCompletion )
	{
		FPlatformMisc::RequestExit( false );
	}

	return bBuildSuccessful;
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:97,代码来源:EditorBuildUtils.cpp

示例7: PrepForAutomatedBuild


//.........这里部分代码省略.........
			bBuildSuccessful = ProcessAutomatedBuildBehavior( BuildSettings.NewMapBehavior, 
				FText::Format( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_UnsavedMap", "The following levels have never been saved before and cannot be submitted:\n\n{0}\n\nAttempt to continue the build?"), FText::FromString(UnsavedWorlds) ),
				OutErrorMessages );
		}
	}

	// Load the asset tools module
	FAssetToolsModule& AssetToolsModule = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools");

	if ( bBuildSuccessful )
	{
		// Update the source control status of any relevant world packages in order to determine which need to be
		// checked out, added to the depot, etc.
		SourceControlProvider.Execute( ISourceControlOperation::Create<FUpdateStatus>(), SourceControlHelpers::PackageFilenames(PreviouslySavedWorldPackages) );

		FString PkgsThatCantBeCheckedOut;
		for ( TArray<UPackage*>::TConstIterator PkgIter( PreviouslySavedWorldPackages ); PkgIter; ++PkgIter )
		{
			UPackage* CurPackage = *PkgIter;
			const FString CurPkgName = CurPackage->GetName();
			FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(CurPackage, EStateCacheUsage::ForceUpdate);

			if( !SourceControlState.IsValid() ||
				(!SourceControlState->IsSourceControlled() &&
				 !SourceControlState->IsUnknown() &&
				 !SourceControlState->IsIgnored()))
			{
				FString CurFilename;
				if ( FPackageName::DoesPackageExist( CurPkgName, NULL, &CurFilename ) )
				{
					if ( IFileManager::Get().IsReadOnly( *CurFilename ) )
					{
						PkgsThatCantBeCheckedOut += FString::Printf( TEXT("%s\n"), *CurPkgName );
						OutPkgsToSubmit.Remove( CurPackage );
					}
				}
			}
			else if(SourceControlState->CanCheckout())
			{
				PackagesToCheckout.Add( CurPackage );
			}
			else
			{
				PkgsThatCantBeCheckedOut += FString::Printf( TEXT("%s\n"), *CurPkgName );
				OutPkgsToSubmit.Remove( CurPackage );
			}
		}

		// If any of the packages can't be checked out or are read-only, process the build setting's behavior to see if the build
		// should proceed or not
		if ( PkgsThatCantBeCheckedOut.Len() > 0 )
		{
			bBuildSuccessful = ProcessAutomatedBuildBehavior( BuildSettings.UnableToCheckoutFilesBehavior,
				FText::Format( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_UnsaveableFiles", "The following assets cannot be checked out of source control (or are read-only) and cannot be submitted:\n\n{0}\n\nAttempt to continue the build?"), FText::FromString(PkgsThatCantBeCheckedOut) ),
				OutErrorMessages );
		}
	}

	if ( bBuildSuccessful )
	{
		// Check out all of the packages from source control that need to be checked out
		if ( PackagesToCheckout.Num() > 0 )
		{
			TArray<FString> PackageFilenames = SourceControlHelpers::PackageFilenames(PackagesToCheckout);
			SourceControlProvider.Execute( ISourceControlOperation::Create<FCheckOut>(), PackageFilenames );
开发者ID:Codermay,项目名称:Unreal4,代码行数:66,代码来源:EditorBuildUtils.cpp

示例8: CheckTextureStreamingBuild

void CheckTextureStreamingBuild(ULevel* InLevel)
{
#if WITH_EDITORONLY_DATA
    if (!InLevel) return;

    int32 NumTextureStreamingUnbuiltComponents = 0;

    TSet<FGuid> BuildGuilds;
    for (const FGuid& Guid : InLevel->TextureStreamingBuildGuids)
    {
        BuildGuilds.Add(Guid);
    }

    TArray<UPrimitiveComponent*> Components;
    GetTextureStreamingPrimitives(InLevel, Components);
    for (UPrimitiveComponent* Primitive : Components)
    {
        //@todo : Non transactional primitives, like the one created from blueprints, fail to save/load their built data.
        const bool bHasMissingData = !!(Primitive->GetFlags() & RF_Transactional) && !Primitive->HasStreamingTextureData();
        TArray<UTexture*> Textures;

        TArray<UMaterialInterface*> Materials;
        Primitive->GetUsedMaterials(Materials);

        for (const UMaterialInterface* MaterialInterface : Materials)
        {
            if (MaterialInterface)
            {
                TArray<FGuid> MaterialGuids;
                MaterialInterface->GetLightingGuidChain(false, MaterialGuids);

                for (const FGuid& MaterialGuid : MaterialGuids)
                {
                    BuildGuilds.Remove(MaterialGuid);
                }

                // If there is no data, then we will have to parse the texture to check whether there are streaming textures there.
                if (bHasMissingData)
                {
                    MaterialInterface->GetUsedTextures(Textures, EMaterialQualityLevel::Num, false, GMaxRHIFeatureLevel, false);
                }
            }
        }

        // If there is no data, check that the material actually uses streaming textures before marking the Texture Streaming Build invalid.
        if (bHasMissingData && Textures.Num() > 0)
        {
            for (UTexture* Texture : Textures)
            {
                if (IsStreamingTexture(Cast<UTexture2D>(Texture)))
                {
                    ++NumTextureStreamingUnbuiltComponents;
                    break;
                }
            }
        }

        const UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(Primitive);
        if (StaticMeshComponent && StaticMeshComponent->StaticMesh)
        {
            BuildGuilds.Remove(StaticMeshComponent->StaticMesh->GetLightingGuid());
        }
    }

    // All guids must have been found, otherwise, it means the resource changed.
    if (NumTextureStreamingUnbuiltComponents != InLevel->NumTextureStreamingUnbuiltComponents || BuildGuilds.Num() != InLevel->NumTextureStreamingDirtyResources)
    {
        InLevel->NumTextureStreamingUnbuiltComponents = NumTextureStreamingUnbuiltComponents;
        InLevel->NumTextureStreamingDirtyResources = BuildGuilds.Num();

        // Don't mark package dirty as we avoid marking package dirty unless user changes something.
        // InLevel->MarkPackageDirty();
    }

#endif
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:76,代码来源:TextureStreamingBuild.cpp

示例9: UpdateHitBoxCandidates

void AHUD::UpdateHitBoxCandidates( TArray<FVector2D> InContactPoints )
{
	HitBoxHits.Reset();
	for (FHUDHitBox& HitBox : HitBoxMap)
	{
		bool bAdded = false;
		for (int32 ContactPointIndex = InContactPoints.Num() - 1; ContactPointIndex >= 0; --ContactPointIndex)
		{
			if (HitBox.Contains(InContactPoints[ContactPointIndex]))
			{
				if (!bAdded)
				{
					HitBoxHits.Add(&HitBox);
					bAdded = true;
				}
				if (HitBox.ConsumesInput())
				{
					InContactPoints.RemoveAtSwap(ContactPointIndex);
				}
				else
				{
					break;
				}
			}
		}
		if (InContactPoints.Num() == 0)
		{
			break;
		}
	}

	TSet<FName> NotOverHitBoxes = HitBoxesOver;
	TArray<FName> NewlyOverHitBoxes;

	// Now figure out which boxes we are over and deal with begin/end cursor over messages 
	for (FHUDHitBox* HitBox : HitBoxHits)
	{
		const FName HitBoxName = HitBox->GetName();
		if (HitBoxesOver.Contains(HitBoxName))
		{
			NotOverHitBoxes.Remove(HitBoxName);
		}
		else
		{
			NewlyOverHitBoxes.AddUnique(HitBoxName);
		}
	}

	// Dispatch the end cursor over messages
	for (const FName HitBoxName : NotOverHitBoxes)
	{
		NotifyHitBoxEndCursorOver(HitBoxName);
		HitBoxesOver.Remove(HitBoxName);
	}

	// Dispatch the newly over hitbox messages
	for (const FName HitBoxName : NewlyOverHitBoxes)
	{
		NotifyHitBoxBeginCursorOver(HitBoxName);
		HitBoxesOver.Add(HitBoxName);
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:62,代码来源:HUD.cpp


注:本文中的TSet::Remove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。