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C++ UProperty::GetOwnerClass方法代码示例

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


在下文中一共展示了UProperty::GetOwnerClass方法的3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: FindPin

void UK2Node_Variable::AutowireNewNode(UEdGraphPin* FromPin)
{
	const UEdGraphSchema_K2* K2Schema = CastChecked<UEdGraphSchema_K2>(GetSchema());

	// Do some auto-connection
	if (FromPin != NULL)
	{
		bool bConnected = false;
		if(FromPin->Direction == EGPD_Output)
		{
			// If the source pin has a valid PinSubCategoryObject, we might be doing BP Comms, so check if it is a class
			if(FromPin->PinType.PinSubCategoryObject.IsValid() && FromPin->PinType.PinSubCategoryObject->IsA(UClass::StaticClass()))
			{
				UProperty* VariableProperty = VariableReference.ResolveMember<UProperty>(GetBlueprintClassFromNode());
				if(VariableProperty)
				{
					UClass* PropertyOwner = VariableProperty->GetOwnerClass();
					if (PropertyOwner != nullptr)
					{
						PropertyOwner = PropertyOwner->GetAuthoritativeClass();
					}

					// BP Comms is highly likely at this point, if the source pin's type is a child of the variable's owner class, let's conform the "Target" pin
					if(FromPin->PinType.PinSubCategoryObject == PropertyOwner || dynamic_cast<UClass*>(FromPin->PinType.PinSubCategoryObject.Get())->IsChildOf(PropertyOwner))
					{
						UEdGraphPin* TargetPin = FindPin(K2Schema->PN_Self);
						if (TargetPin)
						{
							TargetPin->PinType.PinSubCategoryObject = PropertyOwner;

							if(K2Schema->TryCreateConnection(FromPin, TargetPin))
							{
								bConnected = true;

								// Setup the VariableReference correctly since it may no longer be a self member
								VariableReference.SetFromField<UProperty>(GetPropertyForVariable(), false);
								TargetPin->bHidden = false;
								FromPin->GetOwningNode()->NodeConnectionListChanged();
								this->NodeConnectionListChanged();
							}
						}
					}
				}
			}
		}

		if(!bConnected)
		{
			Super::AutowireNewNode(FromPin);
		}
	}
}
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:52,代码来源:K2Node_Variable.cpp

示例2: SaveOptions

void USpeedTreeImportData::SaveOptions()
{
	int32 PortFlags = 0;

	for (UProperty* Property = GetClass()->PropertyLink; Property; Property = Property->PropertyLinkNext)
	{
		if (!Property->HasAnyPropertyFlags(CPF_Config))
		{
			continue;
		}
		FString Section = TEXT("SpeedTree_Import_UI_Option_") + GetClass()->GetName();
		FString Key = Property->GetName();

		const bool bIsPropertyInherited = Property->GetOwnerClass() != GetClass();
		UObject* SuperClassDefaultObject = GetClass()->GetSuperClass()->GetDefaultObject();

		UArrayProperty* Array = dynamic_cast<UArrayProperty*>(Property);
		if (Array)
		{
			FConfigSection* Sec = GConfig->GetSectionPrivate(*Section, 1, 0, *GEditorPerProjectIni);
			check(Sec);
			Sec->Remove(*Key);

			FScriptArrayHelper_InContainer ArrayHelper(Array, this);
			for (int32 i = 0; i < ArrayHelper.Num(); i++)
			{
				FString	Buffer;
				Array->Inner->ExportTextItem(Buffer, ArrayHelper.GetRawPtr(i), ArrayHelper.GetRawPtr(i), this, PortFlags);
				Sec->Add(*Key, *Buffer);
			}
		}
		else
		{
			TCHAR TempKey[MAX_SPRINTF] = TEXT("");
			for (int32 Index = 0; Index < Property->ArrayDim; Index++)
			{
				if (Property->ArrayDim != 1)
				{
					FCString::Sprintf(TempKey, TEXT("%s[%i]"), *Property->GetName(), Index);
					Key = TempKey;
				}

				FString	Value;
				Property->ExportText_InContainer(Index, Value, this, this, this, PortFlags);
				GConfig->SetString(*Section, *Key, *Value, *GEditorPerProjectIni);
			}
		}
	}
	GConfig->Flush(0);
}
开发者ID:AndyHuang7601,项目名称:EpicGames-UnrealEngine,代码行数:50,代码来源:SpeedTreeImportData.cpp

示例3: LoadOptions

void USpeedTreeImportData::LoadOptions()
{
	int32 PortFlags = 0;

	for (UProperty* Property = GetClass()->PropertyLink; Property; Property = Property->PropertyLinkNext)
	{
		if (!Property->HasAnyPropertyFlags(CPF_Config))
		{
			continue;
		}
		FString Section = TEXT("SpeedTree_Import_UI_Option_") + GetClass()->GetName();
		FString Key = Property->GetName();

		const bool bIsPropertyInherited = Property->GetOwnerClass() != GetClass();
		UObject* SuperClassDefaultObject = GetClass()->GetSuperClass()->GetDefaultObject();

		const FString& PropFileName = GEditorPerProjectIni;

		UArrayProperty* Array = dynamic_cast<UArrayProperty*>(Property);
		if (Array)
		{
			FConfigSection* Sec = GConfig->GetSectionPrivate(*Section, 0, 1, *GEditorPerProjectIni);
			if (Sec != nullptr)
			{
				TArray<FConfigValue> List;
				const FName KeyName(*Key, FNAME_Find);
				Sec->MultiFind(KeyName, List);

				FScriptArrayHelper_InContainer ArrayHelper(Array, this);
				// Only override default properties if there is something to override them with.
				if (List.Num() > 0)
				{
					ArrayHelper.EmptyAndAddValues(List.Num());
					for (int32 i = List.Num() - 1, c = 0; i >= 0; i--, c++)
					{
						Array->Inner->ImportText(*List[i].GetValue(), ArrayHelper.GetRawPtr(c), PortFlags, this);
					}
				}
				else
				{
					int32 Index = 0;
					const FConfigValue* ElementValue = nullptr;
					do
					{
						// Add array index number to end of key
						FString IndexedKey = FString::Printf(TEXT("%s[%i]"), *Key, Index);

						// Try to find value of key
						const FName IndexedName(*IndexedKey, FNAME_Find);
						if (IndexedName == NAME_None)
						{
							break;
						}
						ElementValue = Sec->Find(IndexedName);

						// If found, import the element
						if (ElementValue != nullptr)
						{
							// expand the array if necessary so that Index is a valid element
							ArrayHelper.ExpandForIndex(Index);
							Array->Inner->ImportText(*ElementValue->GetValue(), ArrayHelper.GetRawPtr(Index), PortFlags, this);
						}

						Index++;
					} while (ElementValue || Index < ArrayHelper.Num());
				}
			}
		}
		else
		{
			for (int32 i = 0; i < Property->ArrayDim; i++)
			{
				if (Property->ArrayDim != 1)
				{
					Key = FString::Printf(TEXT("%s[%i]"), *Property->GetName(), i);
				}

				FString Value;
				bool bFoundValue = GConfig->GetString(*Section, *Key, Value, *GEditorPerProjectIni);

				if (bFoundValue)
				{
					if (Property->ImportText(*Value, Property->ContainerPtrToValuePtr<uint8>(this, i), PortFlags, this) == NULL)
					{
						// this should be an error as the properties from the .ini / .int file are not correctly being read in and probably are affecting things in subtle ways
						UE_LOG(LogSpeedTreeImportData, Error, TEXT("SpeedTree Options LoadOptions (%s): failed for %s in: %s"), *GetPathName(), *Property->GetName(), *Value);
					}
				}
			}
		}
	}
}
开发者ID:AndyHuang7601,项目名称:EpicGames-UnrealEngine,代码行数:92,代码来源:SpeedTreeImportData.cpp


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