本文整理汇总了C++中USceneComponent::GetChildrenComponents方法的典型用法代码示例。如果您正苦于以下问题:C++ USceneComponent::GetChildrenComponents方法的具体用法?C++ USceneComponent::GetChildrenComponents怎么用?C++ USceneComponent::GetChildrenComponents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USceneComponent
的用法示例。
在下文中一共展示了USceneComponent::GetChildrenComponents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: GetSceneComponents
void UActorRecording::GetSceneComponents(TArray<USceneComponent*>& OutArray, bool bIncludeNonCDO/*=true*/)
{
// it is not enough to just go through the owned components array here
// we need to traverse the scene component hierarchy as well, as some components may be
// owned by other actors (e.g. for pooling) and some may not be part of the hierarchy
if(GetActorToRecord() != nullptr)
{
USceneComponent* RootComponent = GetActorToRecord()->GetRootComponent();
if(RootComponent)
{
// note: GetChildrenComponents clears array!
RootComponent->GetChildrenComponents(true, OutArray);
OutArray.Add(RootComponent);
}
// add owned components that are *not* part of the hierarchy
TInlineComponentArray<USceneComponent*> OwnedComponents(GetActorToRecord());
for(USceneComponent* OwnedComponent : OwnedComponents)
{
check(OwnedComponent);
if(OwnedComponent->GetAttachParent() == nullptr && OwnedComponent != RootComponent)
{
OutArray.Add(OwnedComponent);
}
}
if(!bIncludeNonCDO)
{
AActor* CDO = Cast<AActor>(GetActorToRecord()->GetClass()->GetDefaultObject());
auto ShouldRemovePredicate = [&](UActorComponent* PossiblyRemovedComponent)
{
// try to find a component with this name in the CDO
for (UActorComponent* SearchComponent : CDO->GetComponents())
{
if (SearchComponent->GetClass() == PossiblyRemovedComponent->GetClass() &&
SearchComponent->GetFName() == PossiblyRemovedComponent->GetFName())
{
return false;
}
}
// remove if its not found
return true;
};
OutArray.RemoveAllSwap(ShouldRemovePredicate);
}
}
}