本文整理汇总了C++中ULevel::GetLevelScriptBlueprint方法的典型用法代码示例。如果您正苦于以下问题:C++ ULevel::GetLevelScriptBlueprint方法的具体用法?C++ ULevel::GetLevelScriptBlueprint怎么用?C++ ULevel::GetLevelScriptBlueprint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ULevel
的用法示例。
在下文中一共展示了ULevel::GetLevelScriptBlueprint方法的2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: CreateNewPlayMovieSceneNode
UK2Node_PlayMovieScene* FSequencerActorBindingManager::CreateNewPlayMovieSceneNode( UMovieScene* MovieScene ) const
{
// Grab the world object for this editor
check( MovieScene != NULL );
ULevel* Level = ActorWorld->GetCurrentLevel();
check( Level != NULL );
// Here, we'll create a level script if one does not yet exist.
const bool bDontCreate = false;
ULevelScriptBlueprint* LSB = Level->GetLevelScriptBlueprint( bDontCreate );
if( LSB != NULL )
{
UEdGraph* TargetGraph = NULL;
if( LSB->UbergraphPages.Num() > 0 )
{
TargetGraph = LSB->UbergraphPages[0]; // Just use the first graph
}
if( ensure( TargetGraph != NULL ) )
{
// Figure out a decent place to stick the node
const FVector2D NewNodePos = TargetGraph->GetGoodPlaceForNewNode();
// Create a new node
UK2Node_PlayMovieScene* TemplateNode = NewObject<UK2Node_PlayMovieScene>();
TemplateNode->SetMovieScene( MovieScene );
return FEdGraphSchemaAction_K2NewNode::SpawnNodeFromTemplate<UK2Node_PlayMovieScene>(TargetGraph, TemplateNode, NewNodePos);;
}
}
return NULL;
}
示例2: OpenKismet
void FLevelModel::OpenKismet()
{
if (LevelCollectionModel.IsReadOnly())
{
return;
}
ULevel* Level = GetLevelObject();
if (Level == NULL)
{
return;
}
ULevelScriptBlueprint* LevelScriptBlueprint = Level->GetLevelScriptBlueprint();
if (LevelScriptBlueprint)
{
FAssetEditorManager::Get().OpenEditorForAsset(LevelScriptBlueprint);
}
else
{
FMessageDialog::Open(EAppMsgType::Ok, NSLOCTEXT("UnrealEd", "UnableToCreateLevelScript", "Unable to find or create a level blueprint for this level.") );
}
}