当前位置: 首页>>代码示例>>C++>>正文


C++ USceneComponent::AttachToComponent方法代码示例

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


在下文中一共展示了USceneComponent::AttachToComponent方法的4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: AttachComponentOfClass

UActorComponent* UActorBlueprintLibrary::AttachComponentOfClass(UObject* WorldContextObject, TSubclassOf<UActorComponent> ComponentClass, AActor* Owner, FName ComponentName, USceneComponent* AttachTo, FName SocketName)
{
	if (!Owner)
	{
		return nullptr;
	}

	UActorComponent* Component = NewObject<UActorComponent>(Owner, *ComponentClass, ComponentName);
	if (!Component)
	{
		return nullptr;
	}

	Component->RegisterComponent();
	Component->OnComponentCreated();

	USceneComponent* SceneComponent = Cast<USceneComponent>(Component);
	if (SceneComponent)
	{
		SceneComponent->SetWorldLocation(Owner->GetActorLocation());
		SceneComponent->SetWorldRotation(Owner->GetActorRotation());

		USceneComponent* AttachToComponent = AttachTo ? AttachTo : Owner->GetRootComponent();

		SceneComponent->AttachToComponent(AttachToComponent, FAttachmentTransformRules::KeepWorldTransform, SocketName);
	}

	return Component;
}
开发者ID:Shirasho,项目名称:ValorGame,代码行数:29,代码来源:ActorBlueprintLibrary.cpp

示例2: OnRegister

void UChildActorComponent::OnRegister()
{
	Super::OnRegister();

	if (ChildActor)
	{
		if (ChildActor->GetClass() != ChildActorClass)
		{
			DestroyChildActor();
			CreateChildActor();
		}
		else
		{
			ChildActorName = ChildActor->GetFName();
			
			USceneComponent* ChildRoot = ChildActor->GetRootComponent();
			if (ChildRoot && ChildRoot->GetAttachParent() != this)
			{
				// attach new actor to this component
				// we can't attach in CreateChildActor since it has intermediate Mobility set up
				// causing spam with inconsistent mobility set up
				// so moving Attach to happen in Register
				ChildRoot->AttachToComponent(this, FAttachmentTransformRules::SnapToTargetNotIncludingScale);
			}

			// Ensure the components replication is correctly initialized
			SetIsReplicated(ChildActor->GetIsReplicated());
		}
	}
	else if (ChildActorClass)
	{
		CreateChildActor();
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:34,代码来源:ChildActorComponent.cpp

示例3: ApplyComponentInstanceData

void UChildActorComponent::ApplyComponentInstanceData(FChildActorComponentInstanceData* ChildActorInstanceData, const ECacheApplyPhase CacheApplyPhase)
{
	check(ChildActorInstanceData);

	ChildActorName = ChildActorInstanceData->ChildActorName;
	if (ChildActor)
	{
		// Only rename if it is safe to
		if(ChildActorName != NAME_None)
		{
			const FString ChildActorNameString = ChildActorName.ToString();
			if (ChildActor->Rename(*ChildActorNameString, nullptr, REN_Test))
			{
				ChildActor->Rename(*ChildActorNameString, nullptr, REN_DoNotDirty | (IsLoading() ? REN_ForceNoResetLoaders : REN_None));
			}
		}

		if (ChildActorInstanceData->ComponentInstanceData)
		{
			ChildActorInstanceData->ComponentInstanceData->ApplyToActor(ChildActor, CacheApplyPhase);
		}

		USceneComponent* ChildActorRoot = ChildActor->GetRootComponent();
		if (ChildActorRoot)
		{
			for (const auto& AttachInfo : ChildActorInstanceData->AttachedActors)
			{
				AActor* AttachedActor = AttachInfo.Actor.Get();
				if (AttachedActor)
				{
					USceneComponent* AttachedRootComponent = AttachedActor->GetRootComponent();
					if (AttachedRootComponent)
					{
						AttachedActor->DetachRootComponentFromParent();
						AttachedRootComponent->AttachToComponent(ChildActorRoot, FAttachmentTransformRules::KeepWorldTransform, AttachInfo.SocketName);
						AttachedRootComponent->SetRelativeTransform(AttachInfo.RelativeTransform);
						AttachedRootComponent->UpdateComponentToWorld();
					}
				}
			}
		}
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:43,代码来源:ChildActorComponent.cpp

示例4: StartRecordingNewComponents

void UActorRecording::StartRecordingNewComponents(ULevelSequence* CurrentSequence, float CurrentSequenceTime)
{
	if (GetActorToRecord() != nullptr)
	{
		// find the new component(s)
		TInlineComponentArray<USceneComponent*> NewComponents;
		TArray<USceneComponent*> SceneComponents;
		GetSceneComponents(SceneComponents);
		for(USceneComponent* SceneComponent : SceneComponents)
		{
			if(ValidComponent(SceneComponent))
			{
				TWeakObjectPtr<USceneComponent> WeakSceneComponent(SceneComponent);
				int32 FoundIndex = TrackedComponents.Find(WeakSceneComponent);
				if(FoundIndex == INDEX_NONE)
				{
					// new component!
					NewComponents.Add(SceneComponent);
				}
			}
		}

		ProcessNewComponentArray(NewComponents);

		UMovieScene* MovieScene = CurrentSequence->GetMovieScene();
		check(MovieScene);

		FAnimationRecordingSettings ComponentAnimationSettings = AnimationSettings;
		ComponentAnimationSettings.bRemoveRootAnimation = false;
		ComponentAnimationSettings.bRecordInWorldSpace = false;

		const USequenceRecorderSettings* Settings = GetDefault<USequenceRecorderSettings>();
		if (!bRecordToPossessable)
		{
			FMovieSceneSpawnable* Spawnable = MovieScene->FindSpawnable(Guid);
			check(Spawnable);

			AActor* ObjectTemplate = CastChecked<AActor>(Spawnable->GetObjectTemplate());

			for (USceneComponent* SceneComponent : NewComponents)
			{
				// new component, so we need to add this to our BP if it didn't come from SCS
				FName NewName;
				if (SceneComponent->CreationMethod != EComponentCreationMethod::SimpleConstructionScript)
				{
					// Give this component a unique name within its parent
					NewName = *FString::Printf(TEXT("Dynamic%s"), *SceneComponent->GetFName().GetPlainNameString());
					NewName.SetNumber(1);
					while (FindObjectFast<UObject>(ObjectTemplate, NewName))
					{
						NewName.SetNumber(NewName.GetNumber() + 1);
					}

					USceneComponent* TemplateRoot = ObjectTemplate->GetRootComponent();
					USceneComponent* AttachToComponent = nullptr;

					// look for a similar attach parent in the current structure
					USceneComponent* AttachParent = SceneComponent->GetAttachParent();
					if(AttachParent != nullptr)
					{
						// First off, check if we're attached to a component that has already been duplicated into this object
						// If so, the name lookup will fail, so we use a direct reference
						if (TWeakObjectPtr<USceneComponent>* DuplicatedComponent = DuplicatedDynamicComponents.Find(AttachParent))
						{
							AttachToComponent = DuplicatedComponent->Get();
						}
					
						// If we don't have an attachment parent duplicated already, perform a name lookup
						if (!AttachToComponent)
						{
							FName AttachName = SceneComponent->GetAttachParent()->GetFName();

							TInlineComponentArray<USceneComponent*> AllChildren;
							ObjectTemplate->GetComponents(AllChildren);

							for (USceneComponent* Child : AllChildren)
							{
								CA_SUPPRESS(28182); // Dereferencing NULL pointer. 'Child' contains the same NULL value as 'AttachToComponent' did.
								if (Child->GetFName() == AttachName)
								{
									AttachToComponent = Child;
									break;
								}
							}
						}
					}

					if (!AttachToComponent)
					{
						AttachToComponent = ObjectTemplate->GetRootComponent();
					}

					USceneComponent* NewTemplateComponent = Cast<USceneComponent>(StaticDuplicateObject(SceneComponent, ObjectTemplate, NewName, RF_AllFlags & ~RF_Transient));
					NewTemplateComponent->AttachToComponent(AttachToComponent, FAttachmentTransformRules::KeepRelativeTransform, SceneComponent->GetAttachSocketName());

					ObjectTemplate->AddInstanceComponent(NewTemplateComponent);

					DuplicatedDynamicComponents.Add(SceneComponent, NewTemplateComponent);
				}
				else
//.........这里部分代码省略.........
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:101,代码来源:ActorRecording.cpp


注:本文中的USceneComponent::AttachToComponent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。