本文整理汇总了C++中TSubclassOf::GetClass方法的典型用法代码示例。如果您正苦于以下问题:C++ TSubclassOf::GetClass方法的具体用法?C++ TSubclassOf::GetClass怎么用?C++ TSubclassOf::GetClass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TSubclassOf
的用法示例。
在下文中一共展示了TSubclassOf::GetClass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: TEXT
ASensor::ASensor()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
/* Check if instantiation is real or just for placement guidlines */
if (UObject::IsTemplate(RF_Transient)){
return;
}
// UObject* something = StaticLoadObject(UObject::StaticClass(), NULL, TEXT("Blueprint'/Game/SensorNode.SensorNode'"));
// UBlueprint* bp = Cast<UBlueprint>(something);
// TSubclassOf<class UObject> MyItemBlueprint;
// MyItemBlueprint = (UClass*)bp->GeneratedClass;
// TSubclassOf<class UObject> MyItemBlueprint;
// MyItemBlueprint = Cast<UClass>(blueprint->GeneratedClass);
/* Find the blueprint of the 3D model */
UBlueprint* blueprint = Cast<UBlueprint>(StaticLoadObject(UObject::StaticClass(), NULL, TEXT("Blueprint'/Game/SensorNode.SensorNode'")));
TSubclassOf<class UObject> MyItemBlueprint = (UClass*)(blueprint->GeneratedClass);
if (MyItemBlueprint != NULL) {
UE_LOG(LogNet, Log, TEXT("BName: %s %s"), *(MyItemBlueprint->GetClass()->GetName()), *(this->GetActorLocation().ToString()));
} else {
UE_LOG(LogNet, Log, TEXT("I got nothing"));
}
/* Spawn the 3D model for the sensor in the virtual world */
SensorActor = SpawnBP<AActor>(GetWorld(), MyItemBlueprint, this->GetActorLocation(), this->GetActorRotation());
if(SensorActor) {
UE_LOG(LogNet, Log, TEXT("SeName: %s"), *(SensorActor->GetName()));
this->Children.Add(SensorActor);
SensorActor->SetOwner(this);
UE_LOG(LogNet, Log, TEXT("New Sensor: %s"), *(SensorActor->GetName()))
/* Retrieve all the LEDS and turn them OFF */
SensorActor->GetComponents(Leds);
for (USpotLightComponent *l: Leds) {
if (l == NULL) continue;
UE_LOG(LogNet, Log, TEXT("%s owned by %s"), *(l->GetName()),
*(l->GetOwner()->GetName()));
l->SetIntensity(LEDOFF);
}
}
else {
UE_LOG(LogNet, Log, TEXT("SeName:Not spawned!"));
}
// AVirtual_CPS_WorldGameMode* gm = ((AVirtual_CPS_WorldGameMode*)GetWorld()->GetAuthGameMode());
// if (gm) ID = ((AVirtual_CPS_WorldGameMode*)GetWorld()->GetAuthGameMode())->getNewSensorID();
/* Networking setup */
sockSubSystem = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM);
socket = sockSubSystem->CreateSocket(NAME_DGram, TEXT("UDPCONN2"), true);
if (socket) UE_LOG(LogNet, Log, TEXT("Created Socket"));
socket->SetReceiveBufferSize(RecvSize, RecvSize);
socket->SetSendBufferSize(SendSize, SendSize);
}