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C++ UPackage::RequiresLocalizationGather方法代码示例

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


//.........这里部分代码省略.........
				PackageFileNamesToProcess.Add(PackageFile);
			}
		}
	}

	if ( PackageFileNamesToProcess.Num() == 0 )
	{
		UE_LOG(LogGatherTextFromAssetsCommandlet, Warning, TEXT("No files found or none passed the include/exclude criteria."));
	}

	bool bSkipGatherCache = FParse::Param(FCommandLine::Get(), TEXT("SkipGatherCache"));
	if (!bSkipGatherCache)
	{
		GetBoolFromConfig(*SectionName, TEXT("SkipGatherCache"), bSkipGatherCache, GatherTextConfigPath);
	}
	UE_LOG(LogGatherTextFromAssetsCommandlet, Log, TEXT("SkipGatherCache: %s"), bSkipGatherCache ? TEXT("true") : TEXT("false"));

	TArray< FString > PackageFileNamesToLoad;
	for (FString& PackageFile : PackageFileNamesToProcess)
	{
		TScopedPointer< FArchive > FileReader( IFileManager::Get().CreateFileReader( *PackageFile ) );
		if( FileReader )
		{
			// Read package file summary from the file
			FPackageFileSummary PackageFileSummary;
			(*FileReader) << PackageFileSummary;

			bool MustLoadForGather = false;

			// Have we been asked to skip the cache of text that exists in the header of newer packages?
			if (bSkipGatherCache && PackageFileSummary.GetFileVersionUE4() >= VER_UE4_SERIALIZE_TEXT_IN_PACKAGES)
			{
				// Fallback on the old package flag check.
				if (PackageFileSummary.PackageFlags & PKG_RequiresLocalizationGather)
				{
					MustLoadForGather = true;
				}
			}

			const FCustomVersion* const EditorVersion = PackageFileSummary.GetCustomVersionContainer().GetVersion(FEditorObjectVersion::GUID);

			// Packages not resaved since localization gathering flagging was added to packages must be loaded.
			if (PackageFileSummary.GetFileVersionUE4() < VER_UE4_PACKAGE_REQUIRES_LOCALIZATION_GATHER_FLAGGING)
			{
				MustLoadForGather = true;
			}
			// Package not resaved since gatherable text data was added to package headers must be loaded, since their package header won't contain pregathered text data.
			else if (PackageFileSummary.GetFileVersionUE4() < VER_UE4_SERIALIZE_TEXT_IN_PACKAGES)
			{
				// Fallback on the old package flag check.
				if (PackageFileSummary.PackageFlags & PKG_RequiresLocalizationGather)
				{
					MustLoadForGather = true;
				}
			}
			else if (PackageFileSummary.GetFileVersionUE4() < VER_UE4_DIALOGUE_WAVE_NAMESPACE_AND_CONTEXT_CHANGES)
			{
				IAssetRegistry& AssetRegistry = AssetRegistryModule.Get();
				TArray<FAssetData> AssetDataInPackage;
				AssetRegistry.GetAssetsByPackageName(*FPackageName::FilenameToLongPackageName(PackageFile), AssetDataInPackage);
				for (const FAssetData& AssetData : AssetDataInPackage)
				{
					if (AssetData.AssetClass == UDialogueWave::StaticClass()->GetFName())
					{
						MustLoadForGather = true;
					}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:67,代码来源:GatherTextFromAssetsCommandlet.cpp

示例2: Main


//.........这里部分代码省略.........
			{
				PackageFilesNotInIncludePath.Add(PackageFiles[PackageFileIdx]);
			}

			//Ensure it does not match the exclude paths if there are some.
			for( int32 ExcludePathIdx=0; !bExclude && ExcludePathIdx<ExcludePaths.Num() ; ++ExcludePathIdx )
			{
				if( PackageFiles[PackageFileIdx].MatchesWildcard(ExcludePaths[ExcludePathIdx]) )
				{
					bExclude = true;
					PackageFilesInExcludePath.Add(PackageFiles[PackageFileIdx]);
					break;
				}
			}

			//Check that this is not on the list of packages that we don't care about e.g. textures.
			if ( !bExclude && IsAssetPackage && LongPackageNamesToExclude.Contains( PackageFiles[PackageFileIdx] ) )
			{
				bExclude = true;
				PackageFilesExcludedByClass.Add(PackageFiles[PackageFileIdx]);
			}

			//If we haven't failed one of the above checks, add it to the array of packages to process.
			if(!bExclude)
			{
				TScopedPointer< FArchive > FileReader( IFileManager::Get().CreateFileReader( *PackageFiles[PackageFileIdx] ) );
				if( FileReader )
				{
					// Read package file summary from the file
					FPackageFileSummary PackageSummary;
					(*FileReader) << PackageSummary;

					// Early out check if the package has been flagged as needing localization gathering
					if( PackageSummary.PackageFlags & PKG_RequiresLocalizationGather || PackageSummary.GetFileVersionUE4() < VER_UE4_PACKAGE_REQUIRES_LOCALIZATION_GATHER_FLAGGING )
					{
						PackageFileNamesToLoad.Add( PackageFiles[PackageFileIdx] );
					}
				}
			}
		}
	}

	if ( PackageFileNamesToLoad.Num() == 0 )
	{
		UE_LOG(LogGatherTextFromAssetsCommandlet, Warning, TEXT("No files found. Or none passed the include/exclude criteria."));
	}

	CollectGarbage( RF_Native );

	//Now go through the remaining packages in the main array and process them in batches.
	int32 PackagesPerBatchCount = 100;
	TArray< UPackage* > LoadedPackages;
	TArray< FString > LoadedPackageFileNames;
	TArray< FString > FailedPackageFileNames;
	TArray< UPackage* > PackagesToProcess;

	const int32 PackageCount = PackageFileNamesToLoad.Num();
	const int32 BatchCount = PackageCount / PackagesPerBatchCount + (PackageCount % PackagesPerBatchCount > 0 ? 1 : 0); // Add an extra batch for any remainder if necessary
	if(PackageCount > 0)
	{
		UE_LOG(LogGatherTextFromAssetsCommandlet, Log, TEXT("Loading %i packages in %i batches of %i."), PackageCount, BatchCount, PackagesPerBatchCount);
	}

	//Load the packages in batches
	int32 PackageIndex = 0;
	for( int32 BatchIndex = 0; BatchIndex < BatchCount; ++BatchIndex )
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:67,代码来源:GatherTextFromAssetsCommandlet.cpp


注:本文中的UPackage::RequiresLocalizationGather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。