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C++ UPackage::GetFolderName方法代码示例

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


在下文中一共展示了UPackage::GetFolderName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: FLinker

FLinkerSave::FLinkerSave(UPackage* InParent, FArchive *InSaver, bool bForceByteSwapping, bool bInSaveUnversioned)
: FLinker(ELinkerType::Save, InParent, TEXT("$$Memory$$"))
, Saver(nullptr)
{
	if (FPlatformProperties::HasEditorOnlyData())
	{
		// Create file saver.
		Saver = InSaver;
		check(Saver);
#if WITH_EDITOR
		ArDebugSerializationFlags = Saver->ArDebugSerializationFlags;
#endif
		

		UPackage* Package = dynamic_cast<UPackage*>(LinkerRoot);

		// Set main summary info.
		Summary.Tag = PACKAGE_FILE_TAG;
		Summary.SetFileVersions(GPackageFileUE4Version, GPackageFileLicenseeUE4Version, bInSaveUnversioned);
		Summary.SavedByEngineVersion = FEngineVersion::Current();
		Summary.CompatibleWithEngineVersion = FEngineVersion::CompatibleWith();
		Summary.PackageFlags = Package ? (Package->GetPackageFlags() & ~PKG_NewlyCreated) : 0;

		if (Package)
		{
			Summary.FolderName = Package->GetFolderName().ToString();
			Summary.ChunkIDs = Package->GetChunkIDs();
		}

		// Set status info.
		ArIsSaving = 1;
		ArIsPersistent = 1;
		ArForceByteSwapping = bForceByteSwapping;

#if USE_STABLE_LOCALIZATION_KEYS
		if (GIsEditor)
		{
			SetLocalizationNamespace(TextNamespaceUtil::GetPackageNamespace(LinkerRoot));
		}
#endif // USE_STABLE_LOCALIZATION_KEYS
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:42,代码来源:LinkerSave.cpp

示例2: TEXT

FLinkerSave::FLinkerSave(UPackage* InParent, const TCHAR* InFilename, bool bForceByteSwapping, bool bInSaveUnversioned)
:	FLinker(ELinkerType::Save, InParent, InFilename )
,	Saver(nullptr)
{
	if (FPlatformProperties::HasEditorOnlyData())
	{
		// Create file saver.
		Saver = IFileManager::Get().CreateFileWriter( InFilename, 0 );
		if( !Saver )
		{
			UE_LOG(LogLinker, Fatal, TEXT("%s"), *FString::Printf( TEXT("Error opening file '%s'."), InFilename ) );
		}

		UPackage* Package = dynamic_cast<UPackage*>(LinkerRoot);

		// Set main summary info.
		Summary.Tag           = PACKAGE_FILE_TAG;
		Summary.SetFileVersions( GPackageFileUE4Version, GPackageFileLicenseeUE4Version, bInSaveUnversioned );
		Summary.SavedByEngineVersion = FEngineVersion::Current();
		Summary.CompatibleWithEngineVersion = FEngineVersion::CompatibleWith();
		Summary.PackageFlags = Package ? (Package->GetPackageFlags() & ~PKG_NewlyCreated) : 0;

		if (Package)
		{
			Summary.FolderName = Package->GetFolderName().ToString();
			Summary.ChunkIDs = Package->GetChunkIDs();
		}

		// Set status info.
		ArIsSaving				= 1;
		ArIsPersistent			= 1;
		ArForceByteSwapping		= bForceByteSwapping;

#if USE_STABLE_LOCALIZATION_KEYS
		if (GIsEditor)
		{
			SetLocalizationNamespace(TextNamespaceUtil::GetPackageNamespace(LinkerRoot));
		}
#endif // USE_STABLE_LOCALIZATION_KEYS
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:41,代码来源:LinkerSave.cpp


注:本文中的UPackage::GetFolderName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。