当前位置: 首页>>代码示例>>C++>>正文


C++ USceneComponent::GetFName方法代码示例

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

	// Determine whether or not scene components in the new object set can be attached to the given scene root component
	bool CanAttachComponentsTo(USceneComponent* InRootComponent)
	{
		check(InRootComponent);

		// For each component in the set, check against the given root component and break if we fail to validate
		bool bCanAttachToRoot = true;
		for (auto NewComponentIt = NewObjectMap.CreateConstIterator(); NewComponentIt && bCanAttachToRoot; ++NewComponentIt)
		{
			// If this is a scene component, and it does not already have a parent within the set
			USceneComponent* SceneComponent = Cast<USceneComponent>(NewComponentIt->Value);
			if (SceneComponent != NULL && !ParentMap.Contains(SceneComponent->GetFName()))
			{
				// Determine if we are allowed to attach the scene component to the given root component
				bCanAttachToRoot = InRootComponent->CanAttachAsChild(SceneComponent, NAME_None)
					&& SceneComponent->Mobility >= InRootComponent->Mobility
					&& ( !InRootComponent->IsEditorOnly() || SceneComponent->IsEditorOnly() );
			}
		}

		return bCanAttachToRoot;
	}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:22,代码来源:ComponentEditorUtils.cpp

示例2: InputWidgetDelta


//.........这里部分代码省略.........
							FRotator OldRelativeRotation = SelectedTemplate->RelativeRotation;
							FVector OldRelativeScale3D = SelectedTemplate->RelativeScale3D;

							// Adjust the deltas as necessary
							FComponentEditorUtils::AdjustComponentDelta(SceneComp, Drag, Rot);

							TSharedPtr<ISCSEditorCustomization> Customization = BlueprintEditor->CustomizeSCSEditor(SceneComp);
							if(Customization.IsValid() && Customization->HandleViewportDrag(SceneComp, SelectedTemplate, Drag, Rot, ModifiedScale, GetWidgetLocation()))
							{
								UpdatedComponents.Add(SceneComp);
								UpdatedComponents.Add(SelectedTemplate);
							}
							else
							{
								// Apply delta to the preview actor's scene component
								GEditor->ApplyDeltaToComponent(
										SceneComp,
										true,
										&Drag,
										&Rot,
										&ModifiedScale,
										SceneComp->RelativeLocation );
								UpdatedComponents.Add(SceneComp);

							// Apply delta to the template component object
								GEditor->ApplyDeltaToComponent(
										SelectedTemplate,
										true,
										&Drag,
										&Rot,
										&ModifiedScale,
										SelectedTemplate->RelativeLocation );
								UpdatedComponents.Add(SelectedTemplate);
							}

							UBlueprint* PreviewBlueprint = UBlueprint::GetBlueprintFromClass(PreviewActor->GetClass());
							if(PreviewBlueprint != NULL)
							{
								// Like PostEditMove(), but we only need to re-run construction scripts
								if(PreviewBlueprint && PreviewBlueprint->bRunConstructionScriptOnDrag)
								{
									PreviewActor->RerunConstructionScripts();
								}

								SceneComp->PostEditComponentMove(true); // @TODO HACK passing 'finished' every frame...

								// If a constraint, copy back updated constraint frames to template
								UPhysicsConstraintComponent* ConstraintComp = Cast<UPhysicsConstraintComponent>(SceneComp);
								UPhysicsConstraintComponent* TemplateComp = Cast<UPhysicsConstraintComponent>(SelectedTemplate);
								if(ConstraintComp && TemplateComp)
								{
									TemplateComp->ConstraintInstance.CopyConstraintGeometryFrom(&ConstraintComp->ConstraintInstance);
								}

								// Iterate over all the active archetype instances and propagate the change(s) to the matching component instance
								TArray<UObject*> ArchetypeInstances;
								if(SelectedTemplate->HasAnyFlags(RF_ArchetypeObject))
								{
									SelectedTemplate->GetArchetypeInstances(ArchetypeInstances);
									for(int32 InstanceIndex = 0; InstanceIndex < ArchetypeInstances.Num(); ++InstanceIndex)
									{
										SceneComp = Cast<USceneComponent>(ArchetypeInstances[InstanceIndex]);
										if(SceneComp && SceneComp->GetOwner() != PreviewActor)
										{
											FComponentEditorUtils::ApplyDefaultValueChange(SceneComp, SceneComp->RelativeLocation, OldRelativeLocation, SelectedTemplate->RelativeLocation);
											FComponentEditorUtils::ApplyDefaultValueChange(SceneComp, SceneComp->RelativeRotation, OldRelativeRotation, SelectedTemplate->RelativeRotation);
											FComponentEditorUtils::ApplyDefaultValueChange(SceneComp, SceneComp->RelativeScale3D,  OldRelativeScale3D,  SelectedTemplate->RelativeScale3D);
										}
									}
								}
								else if(UObject* Outer = SelectedTemplate->GetOuter())
								{
									Outer->GetArchetypeInstances(ArchetypeInstances);
									for(int32 InstanceIndex = 0; InstanceIndex < ArchetypeInstances.Num(); ++InstanceIndex)
									{
										if(ArchetypeInstances[InstanceIndex] != PreviewActor)
										{
											SceneComp = static_cast<USceneComponent*>(FindObjectWithOuter(ArchetypeInstances[InstanceIndex], SelectedTemplate->GetClass(), SelectedTemplate->GetFName()));
											if(SceneComp)
											{
												FComponentEditorUtils::ApplyDefaultValueChange(SceneComp, SceneComp->RelativeLocation, OldRelativeLocation, SelectedTemplate->RelativeLocation);
												FComponentEditorUtils::ApplyDefaultValueChange(SceneComp, SceneComp->RelativeRotation, OldRelativeRotation, SelectedTemplate->RelativeRotation);
												FComponentEditorUtils::ApplyDefaultValueChange(SceneComp, SceneComp->RelativeScale3D,  OldRelativeScale3D,  SelectedTemplate->RelativeScale3D);
											}
										}
									}
								}
							}
						}
					}
				}
				GUnrealEd->RedrawLevelEditingViewports();
			}
		}

		Invalidate();
	}

	return bHandled;
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:101,代码来源:SCSEditorViewportClient.cpp

示例3: CopyComponents

void FComponentEditorUtils::CopyComponents(const TArray<UActorComponent*>& ComponentsToCopy)
{
	FStringOutputDevice Archive;
	const FExportObjectInnerContext Context;

	// Clear the mark state for saving.
	UnMarkAllObjects(EObjectMark(OBJECTMARK_TagExp | OBJECTMARK_TagImp));

	// Duplicate the selected component templates into temporary objects that we can modify
	TMap<FName, FName> ParentMap;
	TMap<FName, UActorComponent*> ObjectMap;
	for (UActorComponent* Component : ComponentsToCopy)
	{
		// Duplicate the component into a temporary object
		UObject* DuplicatedComponent = StaticDuplicateObject(Component, GetTransientPackage(), Component->GetFName(), RF_AllFlags & ~RF_ArchetypeObject);
		if (DuplicatedComponent)
		{
			// If the duplicated component is a scene component, wipe its attach parent (to prevent log warnings for referencing a private object in an external package)
			if (auto DuplicatedCompAsSceneComp = Cast<USceneComponent>(DuplicatedComponent))
			{
				DuplicatedCompAsSceneComp->AttachParent = nullptr;
			}

			// Find the closest parent component of the current component within the list of components to copy
			USceneComponent* ClosestSelectedParent = FindClosestParentInList(Component, ComponentsToCopy);
			if (ClosestSelectedParent)
			{
				// If the parent is included in the list, record it into the node->parent map
				ParentMap.Add(Component->GetFName(), ClosestSelectedParent->GetFName());
			}

			// Record the temporary object into the name->object map
			ObjectMap.Add(Component->GetFName(), CastChecked<UActorComponent>(DuplicatedComponent));
		}
	}

	// Export the component object(s) to text for copying
	for (auto ObjectIt = ObjectMap.CreateIterator(); ObjectIt; ++ObjectIt)
	{
		// Get the component object to be copied
		UActorComponent* ComponentToCopy = ObjectIt->Value;
		check(ComponentToCopy);

		// If this component object had a parent within the selected set
		if (ParentMap.Contains(ComponentToCopy->GetFName()))
		{
			// Get the name of the parent component
			FName ParentName = ParentMap[ComponentToCopy->GetFName()];
			if (ObjectMap.Contains(ParentName))
			{
				// Ensure that this component is a scene component
				USceneComponent* SceneComponent = Cast<USceneComponent>(ComponentToCopy);
				if (SceneComponent)
				{
					// Set the attach parent to the matching parent object in the temporary set. This allows us to preserve hierarchy in the copied set.
					SceneComponent->AttachParent = Cast<USceneComponent>(ObjectMap[ParentName]);
				}
			}
		}

		// Export the component object to the given string
		UExporter::ExportToOutputDevice(&Context, ComponentToCopy, NULL, Archive, TEXT("copy"), 0, PPF_ExportsNotFullyQualified | PPF_Copy | PPF_Delimited, false, ComponentToCopy->GetOuter());
	}

	// Copy text to clipboard
	FString ExportedText = Archive;
	FPlatformMisc::ClipboardCopy(*ExportedText);
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:68,代码来源:ComponentEditorUtils.cpp

示例4: GetParentComponentTemplate

USceneComponent* USCS_Node::GetParentComponentTemplate(UBlueprint* InBlueprint) const
{
	USceneComponent* ParentComponentTemplate = NULL;
	if(ParentComponentOrVariableName != NAME_None)
	{
		check(InBlueprint != NULL && InBlueprint->GeneratedClass != NULL);

		// If the parent component template is found in the 'Components' array of the CDO (i.e. native)
		if(bIsParentComponentNative)
		{
			// Access the Blueprint CDO
			AActor* CDO = InBlueprint->GeneratedClass->GetDefaultObject<AActor>();
			if(CDO != NULL)
			{
				// Find the component template in the CDO that matches the specified name
				TInlineComponentArray<USceneComponent*> Components;
				CDO->GetComponents(Components);

				for(auto CompIt = Components.CreateIterator(); CompIt; ++CompIt)
				{
					USceneComponent* CompTemplate = *CompIt;
					if(CompTemplate->GetFName() == ParentComponentOrVariableName)
					{
						// Found a match; this is our parent, we're done
						ParentComponentTemplate = CompTemplate;
						break;
					}
				}
			}
		}
		// Otherwise the parent component template is found in a parent Blueprint's SCS tree (i.e. non-native)
		else
		{
			// Get the Blueprint hierarchy
			TArray<UBlueprint*> ParentBPStack;
			UBlueprint::GetBlueprintHierarchyFromClass(InBlueprint->GeneratedClass, ParentBPStack);

			// Find the parent Blueprint in the hierarchy
			for(int32 StackIndex = ParentBPStack.Num() - 1; StackIndex > 0; --StackIndex)
			{
				UBlueprint* ParentBlueprint = ParentBPStack[StackIndex];
				if(ParentBlueprint != NULL
					&& ParentBlueprint->SimpleConstructionScript != NULL
					&& ParentBlueprint->GeneratedClass->GetFName() == ParentComponentOwnerClassName)
				{
					// Find the SCS node with a variable name that matches the specified name
					TArray<USCS_Node*> ParentSCSNodes = ParentBlueprint->SimpleConstructionScript->GetAllNodes();
					for(int32 ParentNodeIndex = 0; ParentNodeIndex < ParentSCSNodes.Num(); ++ParentNodeIndex)
					{
						USceneComponent* CompTemplate = Cast<USceneComponent>(ParentSCSNodes[ParentNodeIndex]->ComponentTemplate);
						if(CompTemplate != NULL && ParentSCSNodes[ParentNodeIndex]->VariableName == ParentComponentOrVariableName)
						{
							// Found a match; this is our parent, we're done
							ParentComponentTemplate = CompTemplate;
							break;
						}
					}
				}
			}
		}
	}

	return ParentComponentTemplate;
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:64,代码来源:SCS_Node.cpp


注:本文中的USceneComponent::GetFName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。