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C++ UMovieSceneSection::SetFlags方法代码示例

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


在下文中一共展示了UMovieSceneSection::SetFlags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: OnBeginDrag

void FMoveKeys::OnBeginDrag(const FVector2D& LocalMousePos, TSharedPtr<FTrackNode> SequencerNode)
{
	check( SelectedKeys.Num() > 0 )

	// Begin an editor transaction and mark the section as transactional so it's state will be saved
	GEditor->BeginTransaction( NSLOCTEXT("Sequencer", "MoveKeysTransaction", "Move Keys") );

	TSet<UMovieSceneSection*> ModifiedSections;
	for( FSelectedKey SelectedKey : SelectedKeys )
	{
		UMovieSceneSection* OwningSection = SelectedKey.Section;

		// Only modify sections once
		if( !ModifiedSections.Contains( OwningSection ) )
		{
			OwningSection->SetFlags( RF_Transactional );

			// Save the current state of the section
			OwningSection->Modify();

			// Section has been modified
			ModifiedSections.Add( OwningSection );
		}
	}
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:25,代码来源:SectionDragOperations.cpp

示例2: BeginTransaction

void FSequencerDragOperation::BeginTransaction( UMovieSceneSection& Section, const FText& TransactionDesc )
{
	// Begin an editor transaction and mark the section as transactional so it's state will be saved
	GEditor->BeginTransaction( TransactionDesc );
	Section.SetFlags( RF_Transactional );
	// Save the current state of the section
	Section.Modify();
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:8,代码来源:SectionDragOperations.cpp

示例3: OnAddKeyClicked

FReply SAnimationOutlinerTreeNode::OnAddKeyClicked()
{
	FSequencer& Sequencer = DisplayNode->GetSequencer();
	float CurrentTime = Sequencer.GetCurrentLocalTime(*Sequencer.GetFocusedMovieScene());

	TSet<TSharedPtr<IKeyArea>> KeyAreas;
	GetAllKeyAreas(DisplayNode, KeyAreas);

	FScopedTransaction Transaction(LOCTEXT("AddKeys", "Add keys at current time"));
	for (TSharedPtr<IKeyArea> KeyArea : KeyAreas)
	{
		UMovieSceneSection* OwningSection = KeyArea->GetOwningSection();
		OwningSection->SetFlags(RF_Transactional);
		OwningSection->Modify();
		KeyArea->AddKeyUnique(CurrentTime);
	}
	return FReply::Handled();
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:18,代码来源:SAnimationOutlinerView.cpp


注:本文中的UMovieSceneSection::SetFlags方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。