当前位置: 首页>>代码示例>>C++>>正文


C++ UPackage::MarkPackageDirty方法代码示例

本文整理汇总了C++中UPackage::MarkPackageDirty方法的典型用法代码示例。如果您正苦于以下问题:C++ UPackage::MarkPackageDirty方法的具体用法?C++ UPackage::MarkPackageDirty怎么用?C++ UPackage::MarkPackageDirty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::MarkPackageDirty方法的5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: ExecuteNewDerivedBlueprint

void FAssetTypeActions_EditorUtilityBlueprint::ExecuteNewDerivedBlueprint(TWeakObjectPtr<UEditorUtilityBlueprint> InObject)
{
	if (auto Object = InObject.Get())
	{
		// The menu option should ONLY be available if there is only one blueprint selected, validated by the menu creation code
		UBlueprint* TargetBP = Object;
		UClass* TargetClass = TargetBP->GeneratedClass;

		if (!FKismetEditorUtilities::CanCreateBlueprintOfClass(TargetClass))
		{
			FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("InvalidClassToMakeBlueprintFrom", "Invalid class with which to make a Blueprint."));
			return;
		}

		FString Name;
		FString PackageName;
		CreateUniqueAssetName(Object->GetOutermost()->GetName(), TEXT("_Child"), PackageName, Name);

		UPackage* Package = CreatePackage(NULL, *PackageName);
		if (ensure(Package))
		{
			// Create and init a new Blueprint
			if (UBlueprint* NewBP = FKismetEditorUtilities::CreateBlueprint(TargetClass, Package, FName(*Name), BPTYPE_Normal, UEditorUtilityBlueprint::StaticClass(), UBlueprintGeneratedClass::StaticClass()))
			{
				FAssetEditorManager::Get().OpenEditorForAsset(NewBP);

				// Notify the asset registry
				FAssetRegistryModule::AssetCreated(NewBP);

				// Mark the package dirty...
				Package->MarkPackageDirty();
			}
		}
	}
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:35,代码来源:AssetTypeActions_EditorUtilityBlueprint.cpp

示例2: CreateSoundClass

void FSoundClassEditor::CreateSoundClass(UEdGraphPin* FromPin, const FVector2D& Location, FString Name)
{
	// If we have a valid name
	if (!Name.IsEmpty())
	{
		FName NewClassName = *Name;
		UPackage* Package = SoundClass->GetOutermost();
		USoundClass* NewSoundClass = NewObject<USoundClass>(Package, NewClassName, RF_Public);

		SoundClass->SoundClassGraph->AddNewSoundClass(FromPin, NewSoundClass, Location.X, Location.Y);

		Package->MarkPackageDirty();

		NewSoundClass->PostEditChange();
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:16,代码来源:SoundClassEditor.cpp

示例3: OnTileInfoUpdated

void UWorldComposition::OnTileInfoUpdated(const FName& InPackageName, const FWorldTileInfo& InInfo)
{
	FWorldCompositionTile* Tile = FindTileByName(InPackageName);
	bool PackageDirty = false;
	
	if (Tile)
	{
		PackageDirty = !(Tile->Info == InInfo);
		Tile->Info = InInfo;
	}
	else
	{
		PackageDirty = true;
		UWorld* OwningWorld = GetWorld();
		
		FWorldCompositionTile NewTile;
		NewTile.PackageName = InPackageName;
		NewTile.Info = InInfo;
		
		Tiles.Add(NewTile);
		TilesStreaming.Add(CreateStreamingLevel(NewTile));
		Tile = &Tiles.Last();
	}
	
	// Assign info to level package in case package is loaded
	UPackage* LevelPackage = Cast<UPackage>(StaticFindObjectFast(UPackage::StaticClass(), NULL, Tile->PackageName));
	if (LevelPackage)
	{
		if (LevelPackage->WorldTileInfo == NULL)
		{
			LevelPackage->WorldTileInfo = new FWorldTileInfo(Tile->Info);
			PackageDirty = true;
		}
		else
		{
			*(LevelPackage->WorldTileInfo) = Tile->Info;
		}

		if (PackageDirty)
		{
			LevelPackage->MarkPackageDirty();
		}
	}
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:44,代码来源:WorldComposition.cpp

示例4: CreateAsset

		/**
		* Creates the new item
		*/
		void CreateAsset()
		{
			const FString PackageName = AssetPath + TEXT("/") + AssetName;
			AssetPackage = CreatePackage(NULL, *PackageName);
			EObjectFlags Flags = RF_Public | RF_Standalone;

			CreatedAsset = Factory->FactoryCreateNew(Class, AssetPackage, FName(*AssetName), Flags, NULL, GWarn);

			if (CreatedAsset)
			{
				// Notify the asset registry
				FAssetRegistryModule::AssetCreated(CreatedAsset);

				// Mark the package dirty...
				AssetPackage->MarkPackageDirty();

				TestStats->NumCreated++;
				UE_LOG(LogEditorAssetAutomationTests, Display, TEXT("Created asset %s (%s)"), *AssetName, *Class->GetName());
			}
			else
			{
				UE_LOG(LogEditorAssetAutomationTests, Error, TEXT("Unable to create asset of type %s"), *Class->GetName());
			}
		}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:27,代码来源:EditorAssetAutomationTests.cpp

示例5: OnCreateButtonClicked

FReply FCurveColorCustomization::OnCreateButtonClicked()
{
	if (CurveWidget.IsValid())
	{
		FString DefaultAsset = FPackageName::GetLongPackagePath(Owner->GetOutermost()->GetName()) + TEXT("/") + Owner->GetName() + TEXT("_ExternalCurve");

		TSharedRef<SDlgPickAssetPath> NewCurveDlg =
			SNew(SDlgPickAssetPath)
			.Title(LOCTEXT("NewCurveDialogTitle", "Choose Location for External Curve Asset"))
			.DefaultAssetPath(FText::FromString(DefaultAsset));

		if (NewCurveDlg->ShowModal() != EAppReturnType::Cancel)
		{
			FString Package(NewCurveDlg->GetFullAssetPath().ToString());
			FString Name(NewCurveDlg->GetAssetName().ToString());
			FString Group(TEXT(""));

			// Find (or create!) the desired package for this object
			UPackage* Pkg = CreatePackage(NULL, *Package);
			UPackage* OutermostPkg = Pkg->GetOutermost();

			TArray<UPackage*> TopLevelPackages;
			TopLevelPackages.Add( OutermostPkg );
			if (!PackageTools::HandleFullyLoadingPackages(TopLevelPackages, LOCTEXT("CreateANewObject", "Create a new object")))
			{
				// User aborted.
				return FReply::Handled();
			}

			if (!PromptUserIfExistingObject(Name, Package, Group, Pkg))
			{
				return FReply::Handled();
			}

			// PromptUserIfExistingObject may have GCed and recreated our outermost package - re-acquire it here.
			OutermostPkg = Pkg->GetOutermost();

			// Create a new asset and set it as the external curve
			FName AssetName = *Name;
			UCurveLinearColor* NewCurve = Cast<UCurveLinearColor>(CurveWidget->CreateCurveObject(UCurveLinearColor::StaticClass(), Pkg, AssetName));
			if( NewCurve )
			{
				// run through points of editor data and add to external curve
				for (int32 Index = 0; Index < 4; Index++)
				{
					CopyCurveData(&RuntimeCurve->ColorCurves[Index], &NewCurve->FloatCurves[Index]);
				}

				// Set the new object as the sole selection.
				USelection* SelectionSet = GEditor->GetSelectedObjects();
				SelectionSet->DeselectAll();
				SelectionSet->Select( NewCurve );

				// Notify the asset registry
				FAssetRegistryModule::AssetCreated(NewCurve);

				// Mark the package dirty...
				OutermostPkg->MarkPackageDirty();

				// Make sure expected type of pointer passed to SetValue, so that it's not interpreted as a bool
				ExternalCurveHandle->SetValue(NewCurve);
			}
		}
	}
	return FReply::Handled();
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:66,代码来源:CurveColorCustomization.cpp


注:本文中的UPackage::MarkPackageDirty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。