本文整理汇总了C++中UActorComponent::GetWorld方法的典型用法代码示例。如果您正苦于以下问题:C++ UActorComponent::GetWorld方法的具体用法?C++ UActorComponent::GetWorld怎么用?C++ UActorComponent::GetWorld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UActorComponent
的用法示例。
在下文中一共展示了UActorComponent::GetWorld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: OnMaterialChanged
void FComponentMaterialCategory::OnMaterialChanged( UMaterialInterface* NewMaterial, UMaterialInterface* PrevMaterial, int32 SlotIndex, bool bReplaceAll )
{
// Whether or not we should begin a transaction on swap
// Note we only begin a transaction on the first swap
bool bShouldMakeTransaction = true;
// Whether or not we made a transaction and need to end it
bool bMadeTransaction = false;
// Lambda to swap materials on a given component at the given slot index
auto SwapMaterialLambda = []( UActorComponent* InComponent, int32 InElementIndex, UMaterialInterface* InNewMaterial )
{
UPrimitiveComponent* PrimitiveComp = Cast<UPrimitiveComponent>( InComponent );
UDecalComponent* DecalComponent = Cast<UDecalComponent>( InComponent );
if( PrimitiveComp )
{
PrimitiveComp->SetMaterial( InElementIndex, InNewMaterial );
}
else if( DecalComponent )
{
DecalComponent->SetMaterial( InElementIndex, InNewMaterial );
}
};
// Scan the selected actors mesh components for the old material and swap it with the new material
for( FMaterialIterator It( SelectedComponents ); It; ++It )
{
int32 MaterialIndex = It.GetMaterialIndex();
UActorComponent* CurrentComponent = It.GetComponent();
if( CurrentComponent )
{
// Component materials can be replaced if they are not created from a blueprint (not exposed to the user) and have material overrides on the component
bool bCanBeReplaced =
( CurrentComponent->IsA( UMeshComponent::StaticClass() ) ||
CurrentComponent->IsA( UDecalComponent::StaticClass() ) ||
CurrentComponent->IsA( UTextRenderComponent::StaticClass() ) ||
CurrentComponent->IsA( ULandscapeComponent::StaticClass() ) );
UMaterialInterface* Material = It.GetMaterial();
// Check if the material is the same as the previous material or we are replaceing all in the same slot. If so we will swap it with the new material
if( bCanBeReplaced && ( Material == PrevMaterial || bReplaceAll ) && It.GetMaterialIndex() == SlotIndex )
{
// Begin a transaction for undo/redo the first time we encounter a material to replace.
// There is only one transaction for all replacement
if( bShouldMakeTransaction && !bMadeTransaction )
{
GEditor->BeginTransaction( NSLOCTEXT("UnrealEd", "ReplaceComponentUsedMaterial", "Replace component used material") );
bMadeTransaction = true;
}
UProperty* MaterialProperty = NULL;
UObject* EditChangeObject = CurrentComponent;
if( CurrentComponent->IsA( UMeshComponent::StaticClass() ) )
{
MaterialProperty = FindField<UProperty>( UMeshComponent::StaticClass(), "OverrideMaterials" );
}
else if( CurrentComponent->IsA( UDecalComponent::StaticClass() ) )
{
MaterialProperty = FindField<UProperty>( UDecalComponent::StaticClass(), "DecalMaterial" );
}
else if( CurrentComponent->IsA( UTextRenderComponent::StaticClass() ) )
{
MaterialProperty = FindField<UProperty>( UTextRenderComponent::StaticClass(), "TextMaterial" );
}
else if (CurrentComponent->IsA<ULandscapeComponent>() )
{
MaterialProperty = FindField<UProperty>( ALandscapeProxy::StaticClass(), "LandscapeMaterial" );
EditChangeObject = CastChecked<ULandscapeComponent>(CurrentComponent)->GetLandscapeProxy();
}
// Add a navigation update lock only if the component world is valid
TSharedPtr<FNavigationLockContext> NavUpdateLock;
UWorld* World = CurrentComponent->GetWorld();
if( World )
{
NavUpdateLock = MakeShareable( new FNavigationLockContext(World, ENavigationLockReason::MaterialUpdate) );
}
EditChangeObject->PreEditChange( MaterialProperty );
if( NotifyHook && MaterialProperty )
{
NotifyHook->NotifyPreChange( MaterialProperty );
}
SwapMaterialLambda( CurrentComponent, It.GetMaterialIndex(), NewMaterial );
FPropertyChangedEvent PropertyChangedEvent( MaterialProperty );
EditChangeObject->PostEditChangeProperty( PropertyChangedEvent );
if( NotifyHook && MaterialProperty )
{
NotifyHook->NotifyPostChange( PropertyChangedEvent, MaterialProperty );
}
// Propagate material change to instances of the edited component template
//.........这里部分代码省略.........