本文整理汇总了C++中UObject::IsValidLowLevel方法的典型用法代码示例。如果您正苦于以下问题:C++ UObject::IsValidLowLevel方法的具体用法?C++ UObject::IsValidLowLevel怎么用?C++ UObject::IsValidLowLevel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类UObject
的用法示例。
在下文中一共展示了UObject::IsValidLowLevel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: ArrayHelper
/**
* Exports the property values for the specified object as text to the output device.
*
* @param Context Context from which the set of 'inner' objects is extracted. If NULL, an object iterator will be used.
* @param Out the output device to send the exported text to
* @param ObjectClass the class of the object to dump properties for
* @param Object the address of the object to dump properties for
* @param Indent number of spaces to prepend to each line of output
* @param DiffClass the class to use for comparing property values when delta export is desired.
* @param Diff the address of the object to use for determining whether a property value should be exported. If the value in Object matches the corresponding
* value in Diff, it is not exported. Specify NULL to export all properties.
* @param Parent the UObject corresponding to Object
* @param PortFlags flags used for modifying the output and/or behavior of the export
*/
void ExportProperties
(
const FExportObjectInnerContext* Context,
FOutputDevice& Out,
UClass* ObjectClass,
uint8* Object,
int32 Indent,
UClass* DiffClass,
uint8* Diff,
UObject* Parent,
uint32 PortFlags,
UObject* ExportRootScope
)
{
FString ThisName = TEXT("(none)");
check(ObjectClass != NULL);
for( UProperty* Property = ObjectClass->PropertyLink; Property; Property = Property->PropertyLinkNext )
{
if (!Property->ShouldPort(PortFlags))
continue;
ThisName = Property->GetName();
UArrayProperty* ArrayProperty = Cast<UArrayProperty>(Property);
UObjectPropertyBase* ExportObjectProp = (Property->PropertyFlags & CPF_ExportObject) != 0 ? Cast<UObjectPropertyBase>(Property) : NULL;
const uint32 ExportFlags = PortFlags | PPF_Delimited;
if ( ArrayProperty != NULL )
{
// Export dynamic array.
UProperty* InnerProp = ArrayProperty->Inner;
ExportObjectProp = (Property->PropertyFlags & CPF_ExportObject) != 0 ? Cast<UObjectPropertyBase>(InnerProp) : NULL;
// This is used as the default value in the case of an array property that has
// fewer elements than the exported object.
uint8* StructDefaults = NULL;
UStructProperty* StructProperty = Cast<UStructProperty>(InnerProp);
if ( StructProperty != NULL )
{
checkSlow(StructProperty->Struct);
StructDefaults = (uint8*)FMemory::Malloc(StructProperty->Struct->GetStructureSize());
StructProperty->InitializeValue(StructDefaults);
}
for( int32 PropertyArrayIndex=0; PropertyArrayIndex<Property->ArrayDim; PropertyArrayIndex++ )
{
void* Arr = Property->ContainerPtrToValuePtr<void>(Object, PropertyArrayIndex);
FScriptArrayHelper ArrayHelper(ArrayProperty, Arr);
void* DiffArr = NULL;
if( DiffClass )
{
DiffArr = Property->ContainerPtrToValuePtrForDefaults<void>(DiffClass, Diff, PropertyArrayIndex);
}
// we won't use this if DiffArr is NULL, but we have to set it up to something
FScriptArrayHelper DiffArrayHelper(ArrayProperty, DiffArr);
bool bAnyElementDiffered = false;
for( int32 DynamicArrayIndex=0; DynamicArrayIndex<ArrayHelper.Num(); DynamicArrayIndex++ )
{
FString Value;
// compare each element's value manually so that elements which match the NULL value for the array's inner property type
// but aren't in the diff array are still exported
uint8* SourceData = ArrayHelper.GetRawPtr(DynamicArrayIndex);
uint8* DiffData = DiffArr && DynamicArrayIndex < DiffArrayHelper.Num()
? DiffArrayHelper.GetRawPtr(DynamicArrayIndex)
: StructDefaults;
bool bExportItem = DiffData == NULL || (DiffData != SourceData && !InnerProp->Identical(SourceData, DiffData, ExportFlags));
if ( bExportItem )
{
bAnyElementDiffered = true;
InnerProp->ExportTextItem(Value, SourceData, DiffData, Parent, ExportFlags, ExportRootScope);
if(ExportObjectProp)
{
UObject* Obj = ExportObjectProp->GetObjectPropertyValue(ArrayHelper.GetRawPtr(DynamicArrayIndex));
check(!Obj || Obj->IsValidLowLevel());
if( Obj && !Obj->HasAnyMarks(OBJECTMARK_TagImp) )
{
// only export the BEGIN OBJECT block for a component if Parent is the component's Outer....when importing subobject definitions,
// (i.e. BEGIN OBJECT), whichever BEGIN OBJECT block a component's BEGIN OBJECT block is located within is the object that will be
// used as the Outer to create the component
// Is this an array of components?
if ( InnerProp->HasAnyPropertyFlags(CPF_InstancedReference) )
{
//.........这里部分代码省略.........
示例2: GetValue
FPropertyAccess::Result SPropertyEditorAsset::GetValue( FObjectOrAssetData& OutValue ) const
{
// Potentially accessing the value while garbage collecting or saving the package could trigger a crash.
// so we fail to get the value when that is occurring.
if ( GIsSavingPackage || IsGarbageCollecting() )
{
return FPropertyAccess::Fail;
}
FPropertyAccess::Result Result = FPropertyAccess::Fail;
if( PropertyEditor.IsValid() && PropertyEditor->GetPropertyHandle()->IsValidHandle() )
{
UObject* Object = NULL;
Result = PropertyEditor->GetPropertyHandle()->GetValue(Object);
if (Object == NULL)
{
// Check to see if it's pointing to an unloaded object
FString CurrentObjectPath;
PropertyEditor->GetPropertyHandle()->GetValueAsFormattedString( CurrentObjectPath );
if (CurrentObjectPath.Len() > 0 && CurrentObjectPath != TEXT("None"))
{
if( !CachedAssetData.IsValid() || CachedAssetData.ObjectPath.ToString() != CurrentObjectPath )
{
static FName AssetRegistryName("AssetRegistry");
FAssetRegistryModule& AssetRegistryModule = FModuleManager::Get().LoadModuleChecked<FAssetRegistryModule>(AssetRegistryName);
CachedAssetData = AssetRegistryModule.Get().GetAssetByObjectPath( *CurrentObjectPath );
}
Result = FPropertyAccess::Success;
OutValue = FObjectOrAssetData( CachedAssetData );
return Result;
}
}
#if !UE_BUILD_SHIPPING
if (Object && !Object->IsValidLowLevel())
{
const UProperty* Property = PropertyEditor->GetProperty();
UE_LOG(LogPropertyNode, Fatal, TEXT("Property \"%s\" (%s) contains invalid data."), *Property->GetName(), *Property->GetCPPType());
}
#endif
OutValue = FObjectOrAssetData( Object );
}
else
{
UObject* Object = NULL;
if (PropertyHandle.IsValid())
{
Result = PropertyHandle->GetValue(Object);
}
if (Object != NULL)
{
#if !UE_BUILD_SHIPPING
if (!Object->IsValidLowLevel())
{
const UProperty* Property = PropertyEditor->GetProperty();
UE_LOG(LogPropertyNode, Fatal, TEXT("Property \"%s\" (%s) contains invalid data."), *Property->GetName(), *Property->GetCPPType());
}
#endif
OutValue = FObjectOrAssetData(Object);
}
else
{
const FString CurrentObjectPath = ObjectPath.Get();
Result = FPropertyAccess::Success;
if (CurrentObjectPath != TEXT("None") && (!CachedAssetData.IsValid() || CachedAssetData.ObjectPath.ToString() != CurrentObjectPath))
{
static FName AssetRegistryName("AssetRegistry");
FAssetRegistryModule& AssetRegistryModule = FModuleManager::Get().LoadModuleChecked<FAssetRegistryModule>(AssetRegistryName);
CachedAssetData = AssetRegistryModule.Get().GetAssetByObjectPath(*CurrentObjectPath);
if (PropertyHandle.IsValid())
{
// No property editor was specified so check if multiple property values are associated with the property handle
TArray<FString> ObjectValues;
PropertyHandle->GetPerObjectValues(ObjectValues);
if (ObjectValues.Num() > 1)
{
for (int32 ObjectIndex = 1; ObjectIndex < ObjectValues.Num() && Result == FPropertyAccess::Success; ++ObjectIndex)
{
if (ObjectValues[ObjectIndex] != ObjectValues[0])
{
Result = FPropertyAccess::MultipleValues;
}
}
}
}
}
else if (CurrentObjectPath == TEXT("None"))
//.........这里部分代码省略.........