本文整理汇总了C++中TSharedPtr::AddItem方法的典型用法代码示例。如果您正苦于以下问题:C++ TSharedPtr::AddItem方法的具体用法?C++ TSharedPtr::AddItem怎么用?C++ TSharedPtr::AddItem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TSharedPtr
的用法示例。
在下文中一共展示了TSharedPtr::AddItem方法的3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: AddGear
void FVehicleTransmissionDataCustomization::AddGear(TSharedRef<IPropertyHandle> StructPropertyHandle)
{
TSharedPtr<IPropertyHandle> GearsHandle = StructPropertyHandle->GetChildHandle("ForwardGears");
if (GearsHandle->IsValidHandle())
{
TSharedPtr<IPropertyHandleArray> GearsArray = GearsHandle->AsArray();
GearsArray->AddItem();
}
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:9,代码来源:VehicleTransmissionDataCustomization.cpp
示例2: OnAddItem
void FPropertyEditor::OnAddItem()
{
TSharedPtr<IPropertyHandleArray> ArrayHandle = PropertyHandle->AsArray();
check( ArrayHandle.IsValid() );
// Expand arrays when an item is added to them
PropertyNode->SetNodeFlags( EPropertyNodeFlags::Expanded, true );
ArrayHandle->AddItem();
}
示例3: AddDialogueContextMapping_OnClicked
FReply FDialogueWaveDetails::AddDialogueContextMapping_OnClicked()
{
const TSharedPtr<IPropertyHandle> ContextMappingsPropertyHandle = DetailLayoutBuilder->GetProperty("ContextMappings", UDialogueWave::StaticClass());
const TSharedPtr<IPropertyHandleArray> ContextMappingsPropertyArrayHandle = ContextMappingsPropertyHandle->AsArray();
ContextMappingsPropertyArrayHandle->AddItem();
DetailLayoutBuilder->ForceRefreshDetails();
return FReply::Handled();
}