本文整理汇总了C++中UInterpGroupInst::GetOuter方法的典型用法代码示例。如果您正苦于以下问题:C++ UInterpGroupInst::GetOuter方法的具体用法?C++ UInterpGroupInst::GetOuter怎么用?C++ UInterpGroupInst::GetOuter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UInterpGroupInst
的用法示例。
在下文中一共展示了UInterpGroupInst::GetOuter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: InitTrackInst
void UFaceFXMatineeControlInst::InitTrackInst(UInterpTrack* Track)
{
UInterpGroupInst* GrInst = CastChecked<UInterpGroupInst>( GetOuter() );
AMatineeActor* MatineeActor = CastChecked<AMatineeActor>( GrInst->GetOuter() );
LastUpdatePosition = MatineeActor->InterpPosition;
}
示例2: PreviewUpdateTrack
void UFaceFXMatineeControl::PreviewUpdateTrack( float NewPosition, UInterpTrackInst* TrackInst )
{
UInterpGroupInst* GrInst = CastChecked<UInterpGroupInst>( TrackInst->GetOuter() );
AMatineeActor* MatineeActor = CastChecked<AMatineeActor>( GrInst->GetOuter() );
const bool bJump = !(MatineeActor->bIsPlaying);
UpdateTrack(NewPosition, TrackInst, bJump);
if(AActor* Actor = TrackInst->GetGroupActor())
{
TInlineComponentArray<USkeletalMeshComponent*> SkelMeshComps;
Actor->GetComponents(SkelMeshComps);
const UFaceFXMatineeControlInst* TrackFaceFX = CastChecked<UFaceFXMatineeControlInst>(TrackInst);
const float TimeElapsed = (bJump || NewPosition < TrackFaceFX->LastUpdatePosition) ? 0.F : NewPosition - TrackFaceFX->LastUpdatePosition;
for(USkeletalMeshComponent* SkelMeshComp : SkelMeshComps)
{
// Update space bases so new animation position has an effect.
if(SkelMeshComp->AnimScriptInstance)
{
SkelMeshComp->UpdateMaterialParameters();
}
SkelMeshComp->RefreshBoneTransforms();
SkelMeshComp->RefreshSlaveComponents();
SkelMeshComp->UpdateComponentToWorld();
}
}
}
示例3: PreviewUpdateTrack
void UInterpTrackAkAudioEvent::PreviewUpdateTrack(float NewPosition, UInterpTrackInst* TrInst)
{
UInterpGroupInst* GrInst = CastChecked<UInterpGroupInst>( TrInst->GetOuter() );
AMatineeActor* MatineeActor = CastChecked<AMatineeActor>( GrInst->GetOuter() );
UInterpTrackInstAkAudioEvent* AkEventInst = CastChecked<UInterpTrackInstAkAudioEvent>( TrInst );
UInterpGroup* Group = CastChecked<UInterpGroup>( GetOuter() );
UInterpData* IData = CastChecked<UInterpData>( Group->GetOuter() );
// Dont play sounds unless we are preview playback (ie not scrubbing).
bool bJump = !(MatineeActor->bIsPlaying);
UpdateTrack(NewPosition, TrInst, bJump);
}