本文整理汇总了C++中UPackage::Rename方法的典型用法代码示例。如果您正苦于以下问题:C++ UPackage::Rename方法的具体用法?C++ UPackage::Rename怎么用?C++ UPackage::Rename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UPackage
的用法示例。
在下文中一共展示了UPackage::Rename方法的1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: FactoryCreateBinary
UObject* USspjFactory::FactoryCreateBinary(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, const TCHAR* Type, const uint8*& Buffer, const uint8* InBufferEnd, FFeedbackContext* Warn)
{
bool bReimport = this->IsA(UReimportSspjFactory::StaticClass());
TMap<FString, UTexture*>* ExistImages = NULL;
if(bReimport)
{
ExistImages = &(Cast<UReimportSspjFactory>(this)->ExistImages);
}
FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools");
FString ProjectNameStr = InName.ToString();
FName ProjectName = InName;
UPackage* InParentPackage = Cast<UPackage>(InParent);
if(InParentPackage && !bReimport)
{
FString ProjectPackageName;
FString BasePackageName = FPackageName::GetLongPackagePath(InParent->GetOutermost()->GetName()) / ProjectNameStr;
AssetToolsModule.Get().CreateUniqueAssetName(BasePackageName, TEXT(""), ProjectPackageName, ProjectNameStr);
InParentPackage->Rename(*ProjectPackageName);
}
// インポート設定の取得
const USsImportSettings* ImportSettings = GetDefault<USsImportSettings>();
// インポート開始
FEditorDelegates::OnAssetPreImport.Broadcast(this, InClass, InParent, ProjectName, Type);
// sspj
USsProject* NewProject = FSsLoader::LoadSsProject(InParent, ProjectName, Flags, Buffer, (InBufferEnd - Buffer) + 1);
NewProject->SetFilepath( GetCurrentFilename() );
if(NewProject)
{
if(NewProject->AssetImportData == nullptr)
{
NewProject->AssetImportData = NewObject<UAssetImportData>(NewProject);
}
NewProject->AssetImportData->Update(CurrentFilename);
FString CurPath = FPaths::GetPath(GetCurrentFilename());
TArray<FString> ImagePaths;
TArray<SsTexWrapMode::Type> ImageWrapModes;
TArray<SsTexFilterMode::Type> ImageFilterModes;
// ssce
NewProject->CellmapList.Empty();
NewProject->CellmapList.AddZeroed(NewProject->CellmapNames.Num());
for(int i = 0; i < NewProject->CellmapNames.Num(); ++i)
{
FString FileName = GetFilePath(CurPath, NewProject->Settings.CellMapBaseDirectory, NewProject->CellmapNames[i].ToString());
TArray<uint8> Data;
if(FFileHelper::LoadFileToArray(Data, *FileName))
{
const uint8* BufferBegin = Data.GetData();
const uint8* BufferEnd = BufferBegin + Data.Num() - 1;
if(FSsLoader::LoadSsCellMap(&(NewProject->CellmapList[i]), BufferBegin, (BufferEnd - BufferBegin) + 1))
{
NewProject->CellmapList[i].FileName = NewProject->CellmapNames[i];
if(0 < NewProject->CellmapList[i].ImagePath.Len())
{
if(INDEX_NONE == ImagePaths.Find(NewProject->CellmapList[i].ImagePath))
{
ImagePaths.Add(NewProject->CellmapList[i].ImagePath);
if(NewProject->CellmapList[i].OverrideTexSettings)
{
ImageWrapModes.Add(NewProject->CellmapList[i].WrapMode);
ImageFilterModes.Add(NewProject->CellmapList[i].FilterMode);
}
else
{
ImageWrapModes.Add(NewProject->Settings.WrapMode);
ImageFilterModes.Add(NewProject->Settings.FilterMode);
}
}
}
}
}
}
// ssae
NewProject->AnimeList.Empty();
NewProject->AnimeList.AddZeroed(NewProject->AnimepackNames.Num());
for(int i = 0; i < NewProject->AnimepackNames.Num(); ++i)
{
FString FileName = GetFilePath(CurPath, NewProject->Settings.AnimeBaseDirectory, NewProject->AnimepackNames[i].ToString());
TArray<uint8> Data;
if(FFileHelper::LoadFileToArray(Data, *FileName))
{
const uint8* BufferBegin = Data.GetData();
const uint8* BufferEnd = BufferBegin + Data.Num() - 1;
FSsLoader::LoadSsAnimePack(&(NewProject->AnimeList[i]), BufferBegin, (BufferEnd - BufferBegin) + 1);
}
}
// texture
for(int i = 0; i < ImagePaths.Num(); ++i)
//.........这里部分代码省略.........