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C++ TSharedPtr::CanAccessComponentsMode方法代码示例

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


在下文中一共展示了TSharedPtr::CanAccessComponentsMode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: UpdateFromObjects

void SKismetInspector::UpdateFromObjects(const TArray<UObject*>& PropertyObjects, struct FKismetSelectionInfo& SelectionInfo, const FShowDetailsOptions& Options)
{
	// If we're using the unified blueprint editor, there's not an explicit point where
	// we ender a kind of component editing mode, so instead, just look at what we're selecting.
	// If we select a component, then enable the customization.
	if ( GetDefault<UEditorExperimentalSettings>()->bUnifiedBlueprintEditor )
	{
		bool bEnableComponentCustomization = false;

		TSharedPtr<FBlueprintEditor> BlueprintEditor = BlueprintEditorPtr.Pin();
		if ( BlueprintEditor.IsValid() )
		{
			if ( BlueprintEditor->CanAccessComponentsMode() )
			{
				for ( UObject* PropertyObject : PropertyObjects )
				{
					if ( PropertyObject->IsA<UActorComponent>() )
					{
						bEnableComponentCustomization = true;
						break;
					}
				}
			}
		}

		EnableComponentDetailsCustomization(bEnableComponentCustomization);
	}

	PropertyView->OnFinishedChangingProperties().Clear();
	PropertyView->OnFinishedChangingProperties().Add( UserOnFinishedChangingProperties );

	if (!Options.bForceRefresh)
	{
		// Early out if the PropertyObjects and the SelectedObjects are the same
		bool bEquivalentSets = (PropertyObjects.Num() == SelectedObjects.Num());
		if (bEquivalentSets)
		{
			// Verify the elements of the sets are equivalent
			for (int32 i = 0; i < PropertyObjects.Num(); i++)
			{
				if (PropertyObjects[i] != SelectedObjects[i].Get())
				{
					bEquivalentSets = false;
					break;
				}
			}
		}

		if (bEquivalentSets)
		{
			return;
		}
	}

	// Proceed to update
	SelectedObjects.Empty();

	for (auto ObjectIt = PropertyObjects.CreateConstIterator(); ObjectIt; ++ObjectIt)
	{
		if (UObject* Object = *ObjectIt)
		{
			if (!Object->IsValidLowLevel())
			{
				ensureMsg(false, TEXT("Object in KismetInspector is invalid, see TTP 281915"));
				continue;
			}

			SelectedObjects.Add(Object);

			if (USCS_Node* SCSNode = Cast<USCS_Node>(Object))
			{
				// Edit the component template
				UActorComponent* NodeComponent = SCSNode->ComponentTemplate;
				if (NodeComponent != NULL)
				{
					SelectionInfo.ObjectsForPropertyEditing.Add(NodeComponent);
					SelectionInfo.EditableComponentTemplates.Add(NodeComponent);
				}
			}
			else if (UK2Node* K2Node = Cast<UK2Node>(Object))
			{
				// Edit the component template if it exists
				if (UActorComponent* Template = K2Node->GetTemplateFromNode())
				{
					SelectionInfo.ObjectsForPropertyEditing.Add(Template);
					SelectionInfo.EditableComponentTemplates.Add(Template);
				}

				// See if we should edit properties of the node
				if (K2Node->ShouldShowNodeProperties())
				{
					SelectionInfo.ObjectsForPropertyEditing.Add(Object);
				}
			}
			else if (UActorComponent* ActorComponent = Cast<UActorComponent>(Object))
			{
				AActor* Owner = ActorComponent->GetOwner();
				if(Owner != NULL && Owner->HasAnyFlags(RF_ClassDefaultObject))
				{
					// We're editing a component that's owned by a CDO, so set the CDO to the property editor (so that propagation works) and then filter to just the component property that we want to edit
//.........这里部分代码省略.........
开发者ID:Codermay,项目名称:Unreal4,代码行数:101,代码来源:SKismetInspector.cpp


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