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