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C++ UScriptStruct类代码示例

本文整理汇总了C++中UScriptStruct的典型用法代码示例。如果您正苦于以下问题:C++ UScriptStruct类的具体用法?C++ UScriptStruct怎么用?C++ UScriptStruct使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了UScriptStruct类的15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: check

FGameplayAbilityTargetDataHandle UAbilitySystemBlueprintLibrary::FilterTargetData(FGameplayAbilityTargetDataHandle TargetDataHandle, FGameplayTargetDataFilterHandle FilterHandle)
{
	FGameplayAbilityTargetDataHandle ReturnDataHandle;
	
	for (int32 i = 0; TargetDataHandle.IsValid(i); ++i)
	{
		FGameplayAbilityTargetData* UnfilteredData = TargetDataHandle.Get(i);
		check(UnfilteredData);
		if (UnfilteredData->GetActors().Num() > 0)
		{
			TArray<TWeakObjectPtr<AActor>> FilteredActors = UnfilteredData->GetActors().FilterByPredicate(FilterHandle);
			if (FilteredActors.Num() > 0)
			{
				//Copy the data first, since we don't understand the internals of it
				UScriptStruct* ScriptStruct = UnfilteredData->GetScriptStruct();
				FGameplayAbilityTargetData* NewData = (FGameplayAbilityTargetData*)FMemory::Malloc(ScriptStruct->GetCppStructOps()->GetSize());
				ScriptStruct->InitializeStruct(NewData);
				ScriptStruct->CopyScriptStruct(NewData, UnfilteredData);
				ReturnDataHandle.Data.Add(TSharedPtr<FGameplayAbilityTargetData>(NewData));
				if (FilteredActors.Num() < UnfilteredData->GetActors().Num())
				{
					//We have lost some, but not all, of our actors, so replace the array. This should only be possible with targeting types that permit actor-array setting.
					if (!NewData->SetActors(FilteredActors))
					{
						//This is an error, though we could ignore it. We somehow filtered out part of a list, but the class doesn't support changing the list, so now it's all or nothing.
						check(false);
					}
				}
			}
		}
	}

	return ReturnDataHandle;
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:34,代码来源:AbilitySystemBlueprintLibrary.cpp

示例2: LoadStructData

void UDataTable::LoadStructData(FArchive& Ar)
{
    UScriptStruct* LoadUsingStruct = RowStruct;
    if (LoadUsingStruct == NULL)
    {
        UE_LOG(LogDataTable, Error, TEXT("Missing RowStruct while loading DataTable '%s'!"), *GetPathName());
        LoadUsingStruct = FTableRowBase::StaticStruct();
    }

    int32 NumRows;
    Ar << NumRows;

    for (int32 RowIdx = 0; RowIdx < NumRows; RowIdx++)
    {
        // Load row name
        FName RowName;
        Ar << RowName;

        // Load row data
        uint8* RowData = (uint8*)FMemory::Malloc(LoadUsingStruct->PropertiesSize);
        LoadUsingStruct->InitializeStruct(RowData);
        // And be sure to call DestroyScriptStruct later
        LoadUsingStruct->SerializeTaggedProperties(Ar, RowData, LoadUsingStruct, NULL);

        // Add to map
        RowMap.Add(RowName, RowData);
    }
}
开发者ID:magetron,项目名称:UnrealEngine4-mod,代码行数:28,代码来源:DataTable.cpp

示例3: NetSerialize

bool FGameplayEffectContextHandle::NetSerialize(FArchive& Ar, class UPackageMap* Map, bool& bOutSuccess)
{
	UScriptStruct* ScriptStruct = Data.IsValid() ? Data->GetScriptStruct() : NULL;
	Ar << ScriptStruct;

	if (ScriptStruct)
	{
		if (Ar.IsLoading())
		{
			// For now, just always reset/reallocate the data when loading.
			// Longer term if we want to generalize this and use it for property replication, we should support
			// only reallocating when necessary
			check(!Data.IsValid());

			FGameplayEffectContext * NewData = (FGameplayEffectContext*)FMemory::Malloc(ScriptStruct->GetCppStructOps()->GetSize());
			ScriptStruct->InitializeStruct(NewData);

			Data = TSharedPtr<FGameplayEffectContext>(NewData);
		}

		void* ContainerPtr = Data.Get();

		if (ScriptStruct->StructFlags & STRUCT_NetSerializeNative)
		{
			ScriptStruct->GetCppStructOps()->NetSerialize(Ar, Map, bOutSuccess, Data.Get());
		}
		else
		{
			// This won't work since UStructProperty::NetSerializeItem is deprecrated.
			//	1) we have to manually crawl through the topmost struct's fields since we don't have a UStructProperty for it (just the UScriptProperty)
			//	2) if there are any UStructProperties in the topmost struct's fields, we will assert in UStructProperty::NetSerializeItem.

			ABILITY_LOG(Fatal, TEXT("FGameplayEffectContextHandle::NetSerialize called on data struct %s without a native NetSerialize"), *ScriptStruct->GetName());

			for (TFieldIterator<UProperty> It(ScriptStruct); It; ++It)
			{
				if (It->PropertyFlags & CPF_RepSkip)
				{
					continue;
				}

				void * PropertyData = It->ContainerPtrToValuePtr<void*>(ContainerPtr);

				It->NetSerializeItem(Ar, Map, PropertyData);
			}
		}
	}

	bOutSuccess = true;
	return true;
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:51,代码来源:GameplayEffectTypes.cpp

示例4: EmptyTable

void UDataTable::EmptyTable()
{
    UScriptStruct* LoadUsingStruct = RowStruct;
    if (LoadUsingStruct == NULL)
    {
        UE_LOG(LogDataTable, Error, TEXT("Missing RowStruct while emptying DataTable '%s'!"), *GetPathName());
        LoadUsingStruct = FTableRowBase::StaticStruct();
    }

    // Iterate over all rows in table and free mem
    for (auto RowIt = RowMap.CreateIterator(); RowIt; ++RowIt)
    {
        uint8* RowData = RowIt.Value();
        LoadUsingStruct->DestroyStruct(RowData);
        FMemory::Free(RowData);
    }

    // Finally empty the map
    RowMap.Empty();
}
开发者ID:magetron,项目名称:UnrealEngine4-mod,代码行数:20,代码来源:DataTable.cpp

示例5: Generic_GetDataTableRowFromName

bool UDataTableFunctionLibrary::Generic_GetDataTableRowFromName(UDataTable* Table, FName RowName, void* OutRowPtr)
{
	bool bFoundRow = false;

	if (OutRowPtr && Table)
	{
		void* RowPtr = Table->FindRowUnchecked(RowName);

		if (RowPtr != NULL)
		{
			UScriptStruct* StructType = Table->RowStruct;

			if (StructType != NULL)
			{
				StructType->CopyScriptStruct(OutRowPtr, RowPtr);
				bFoundRow = true;
			}
		}
	}

	return bFoundRow;
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:22,代码来源:DataTableFunctionLibrary.cpp

示例6: TEXT

TArray<UScriptStruct*> FDataTableEditorUtils::GetPossibleStructs()
{
	TArray< UScriptStruct* > RowStructs;
	UScriptStruct* TableRowStruct = FindObjectChecked<UScriptStruct>(ANY_PACKAGE, TEXT("TableRowBase"));
	if (TableRowStruct != NULL)
	{
		// Make combo of table rowstruct options
		for (TObjectIterator<UScriptStruct> It; It; ++It)
		{
			UScriptStruct* Struct = *It;
			// If a child of the table row struct base, but not itself
			const bool bBasedOnTableRowBase = Struct->IsChildOf(TableRowStruct) && (Struct != TableRowStruct);
			const bool bUDStruct = Struct->IsA<UUserDefinedStruct>();
			const bool bValidStruct = (Struct->GetOutermost() != GetTransientPackage());
			if ((bBasedOnTableRowBase || bUDStruct) && bValidStruct)
			{
				RowStructs.Add(Struct);
			}
		}
	}
	return RowStructs;
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:22,代码来源:DataTableEditorUtils.cpp

示例7: NetSerialize

bool FGameplayEffectContextHandle::NetSerialize(FArchive& Ar, class UPackageMap* Map, bool& bOutSuccess)
{
	bool ValidData = Data.IsValid();
	Ar.SerializeBits(&ValidData,1);

	if (ValidData)
	{
		if (Ar.IsLoading())
		{
			// For now, just always reset/reallocate the data when loading.
			// Longer term if we want to generalize this and use it for property replication, we should support
			// only reallocating when necessary
			
			if (Data.IsValid() == false)
			{
				Data = TSharedPtr<FGameplayEffectContext>(UAbilitySystemGlobals::Get().AllocGameplayEffectContext());
			}
		}

		void* ContainerPtr = Data.Get();
		UScriptStruct* ScriptStruct = Data->GetScriptStruct();

		if (ScriptStruct->StructFlags & STRUCT_NetSerializeNative)
		{
			ScriptStruct->GetCppStructOps()->NetSerialize(Ar, Map, bOutSuccess, Data.Get());
		}
		else
		{
			// This won't work since UStructProperty::NetSerializeItem is deprecrated.
			//	1) we have to manually crawl through the topmost struct's fields since we don't have a UStructProperty for it (just the UScriptProperty)
			//	2) if there are any UStructProperties in the topmost struct's fields, we will assert in UStructProperty::NetSerializeItem.

			ABILITY_LOG(Fatal, TEXT("FGameplayEffectContextHandle::NetSerialize called on data struct %s without a native NetSerialize"), *ScriptStruct->GetName());
		}
	}

	bOutSuccess = true;
	return true;
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:39,代码来源:GameplayEffectTypes.cpp

示例8: UE_CLOG

bool FGameplayAbilityTargetDataHandle::NetSerialize(FArchive& Ar, class UPackageMap* Map, bool& bOutSuccess)
{
	uint8 DataNum;
	if (Ar.IsSaving())
	{
		UE_CLOG(Data.Num() > MAX_uint8, LogAbilitySystem, Warning, TEXT("Too many TargetData sources (%d!) to net serialize. Clamping to %d"), Data.Num(), MAX_uint8);
		DataNum = FMath::Min<int32>( Data.Num(), MAX_uint8 );
	}
	Ar << DataNum;
	if (Ar.IsLoading())
	{
		Data.SetNumZeroed(DataNum);
	}

	for (int32 i = 0; i < DataNum && !Ar.IsError(); ++i)
	{
		UScriptStruct* ScriptStruct = Data[i].IsValid() ? Data[i]->GetScriptStruct() : NULL;
		Ar << ScriptStruct;

		if (ScriptStruct)
		{
			if (Ar.IsLoading())
			{
				// For now, just always reset/reallocate the data when loading.
				// Longer term if we want to generalize this and use it for property replication, we should support
				// only reallocating when necessary
				check(!Data[i].IsValid());

				FGameplayAbilityTargetData * NewData = (FGameplayAbilityTargetData*)FMemory::Malloc(ScriptStruct->GetCppStructOps()->GetSize());
				ScriptStruct->InitializeStruct(NewData);

				Data[i] = TSharedPtr<FGameplayAbilityTargetData>(NewData);
			}

			void* ContainerPtr = Data[i].Get();

			if (ScriptStruct->StructFlags & STRUCT_NetSerializeNative)
			{
				ScriptStruct->GetCppStructOps()->NetSerialize(Ar, Map, bOutSuccess, Data[i].Get());
			}
			else
			{
				// This won't work since UStructProperty::NetSerializeItem is deprecrated.
				//	1) we have to manually crawl through the topmost struct's fields since we don't have a UStructProperty for it (just the UScriptProperty)
				//	2) if there are any UStructProperties in the topmost struct's fields, we will assert in UStructProperty::NetSerializeItem.

				ABILITY_LOG(Fatal, TEXT("FGameplayAbilityTargetDataHandle::NetSerialize called on data struct %s without a native NetSerialize"), *ScriptStruct->GetName());

				for (TFieldIterator<UProperty> It(ScriptStruct); It; ++It)
				{
					if (It->PropertyFlags & CPF_RepSkip)
					{
						continue;
					}

					void* PropertyData = It->ContainerPtrToValuePtr<void*>(ContainerPtr);

					It->NetSerializeItem(Ar, Map, PropertyData);
				}
			}
		}
	}

	//ABILITY_LOG(Warning, TEXT("FGameplayAbilityTargetDataHandle Serialized: %s"), ScriptStruct ? *ScriptStruct->GetName() : TEXT("NULL") );

	bOutSuccess = true;
	return true;
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:68,代码来源:GameplayAbilityTargetTypes.cpp

示例9: check

void FEmitDefaultValueHelper::OuterGenerate(FEmitterLocalContext& Context
	, const UProperty* Property
	, const FString& OuterPath
	, const uint8* DataContainer
	, const uint8* OptionalDefaultDataContainer
	, EPropertyAccessOperator AccessOperator
	, bool bAllowProtected)
{
	// Determine if the given property contains an instanced default subobject reference. We only get here if the values are not identical.
	auto IsInstancedSubobjectLambda = [&](int32 ArrayIndex) -> bool
	{
		if (auto ObjectProperty = Cast<UObjectProperty>(Property))
		{
			check(DataContainer);
			check(OptionalDefaultDataContainer);

			auto ObjectPropertyValue = ObjectProperty->GetObjectPropertyValue_InContainer(DataContainer, ArrayIndex);
			auto DefaultObjectPropertyValue = ObjectProperty->GetObjectPropertyValue_InContainer(OptionalDefaultDataContainer, ArrayIndex);
			if (ObjectPropertyValue && ObjectPropertyValue->IsDefaultSubobject() && DefaultObjectPropertyValue && DefaultObjectPropertyValue->IsDefaultSubobject() && ObjectPropertyValue->GetFName() == DefaultObjectPropertyValue->GetFName())
			{
				return true;
			}
		}

		return false;
	};

	if (Property->HasAnyPropertyFlags(CPF_EditorOnly | CPF_Transient))
	{
		UE_LOG(LogK2Compiler, Verbose, TEXT("FEmitDefaultValueHelper Skip EditorOnly or Transient property: %s"), *Property->GetPathName());
		return;
	}

	for (int32 ArrayIndex = 0; ArrayIndex < Property->ArrayDim; ++ArrayIndex)
	{
		if (!OptionalDefaultDataContainer
			|| (!Property->Identical_InContainer(DataContainer, OptionalDefaultDataContainer, ArrayIndex) && !IsInstancedSubobjectLambda(ArrayIndex)))
		{
			FString PathToMember;
			UBlueprintGeneratedClass* PropertyOwnerAsBPGC = Cast<UBlueprintGeneratedClass>(Property->GetOwnerClass());
			UScriptStruct* PropertyOwnerAsScriptStruct = Cast<UScriptStruct>(Property->GetOwnerStruct());
			const bool bNoexportProperty = PropertyOwnerAsScriptStruct
				&& PropertyOwnerAsScriptStruct->IsNative()
				&& (PropertyOwnerAsScriptStruct->StructFlags & STRUCT_NoExport)
				// && !PropertyOwnerAsScriptStruct->GetBoolMetaData(TEXT("BlueprintType"))
				&& ensure(EPropertyAccessOperator::Dot == AccessOperator);
			if (PropertyOwnerAsBPGC && !Context.Dependencies.WillClassBeConverted(PropertyOwnerAsBPGC))
			{
				ensure(EPropertyAccessOperator::None != AccessOperator);
				const FString OperatorStr = (EPropertyAccessOperator::Dot == AccessOperator) ? TEXT("&") : TEXT("");
				const FString ContainerStr = (EPropertyAccessOperator::None == AccessOperator) ? TEXT("this") : FString::Printf(TEXT("%s(%s)"), *OperatorStr, *OuterPath);

				PathToMember = FString::Printf(TEXT("FUnconvertedWrapper__%s(%s).GetRef__%s()"), *FEmitHelper::GetCppName(PropertyOwnerAsBPGC), *ContainerStr
					, *UnicodeToCPPIdentifier(Property->GetName(), false, nullptr));
			}
			else if (bNoexportProperty || Property->HasAnyPropertyFlags(CPF_NativeAccessSpecifierPrivate) || (!bAllowProtected && Property->HasAnyPropertyFlags(CPF_NativeAccessSpecifierProtected)))
			{
				ensure(EPropertyAccessOperator::None != AccessOperator);
				const FString OperatorStr = (EPropertyAccessOperator::Dot == AccessOperator) ? TEXT("&") : TEXT("");
				const FString ContainerStr = (EPropertyAccessOperator::None == AccessOperator) ? TEXT("this") : OuterPath;
				const FString GetPtrStr = bNoexportProperty
					? FEmitHelper::AccessInaccessiblePropertyUsingOffset(Context, Property, ContainerStr, OperatorStr, ArrayIndex)
					: FEmitHelper::AccessInaccessibleProperty(Context, Property, ContainerStr, OperatorStr, ArrayIndex, false);
				PathToMember = Context.GenerateUniqueLocalName();
				Context.AddLine(FString::Printf(TEXT("auto& %s = %s;"), *PathToMember, *GetPtrStr));
			}
			else
			{
				const FString AccessOperatorStr = (EPropertyAccessOperator::None == AccessOperator) ? TEXT("")
					: ((EPropertyAccessOperator::Pointer == AccessOperator) ? TEXT("->") : TEXT("."));
				const bool bStaticArray = (Property->ArrayDim > 1);
				const FString ArrayPost = bStaticArray ? FString::Printf(TEXT("[%d]"), ArrayIndex) : TEXT("");
				PathToMember = FString::Printf(TEXT("%s%s%s%s"), *OuterPath, *AccessOperatorStr, *FEmitHelper::GetCppName(Property), *ArrayPost);
			}
			const uint8* ValuePtr = Property->ContainerPtrToValuePtr<uint8>(DataContainer, ArrayIndex);
			const uint8* DefaultValuePtr = OptionalDefaultDataContainer ? Property->ContainerPtrToValuePtr<uint8>(OptionalDefaultDataContainer, ArrayIndex) : nullptr;
			InnerGenerate(Context, Property, PathToMember, ValuePtr, DefaultValuePtr);
		}
	}
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:80,代码来源:BlueprintCompilerCppBackendValueHelper.cpp

示例10: GetObject


//.........这里部分代码省略.........
				}
				else
				{
					// Skip this property, because it's out-of-date.
					UE_LOG( LogNetTraffic, Log, TEXT( "Received out-of-date %s" ), *ReplicatedProp->GetName() );

					DestObj		= NULL;
					DestRecent	= NULL;
				}

				FMemMark Mark(FMemStack::Get());
				uint8 * Data = DestObj ? ReplicatedProp->ContainerPtrToValuePtr<uint8>(DestObj, Element) : NewZeroed<uint8>(FMemStack::Get(),ReplicatedProp->ElementSize);
				TArray<uint8>	MetaData;
				PTRINT Offset = 0;

				// Copy current value over to Recent for comparison
				if ( DestRecent )
				{
					Offset = ReplicatedProp->ContainerPtrToValuePtr<uint8>(DestRecent, Element) - DestRecent;
					check( Offset >= 0 && Offset < RepState->StaticBuffer.Num() ); //@todo if we move properties outside of the memory block, then this will not work anyway
					ReplicatedProp->CopySingleValue( DestRecent + Offset, Data );
				}

				// Receive custom delta property.
				UStructProperty * StructProperty = Cast< UStructProperty >( ReplicatedProp );

				if ( StructProperty == NULL )
				{
					// This property isn't custom delta
					UE_LOG( LogNetTraffic, Error, TEXT( "Property isn't custom delta %s" ), *ReplicatedProp->GetName() );
					return false;
				}

				UScriptStruct * InnerStruct = StructProperty->Struct;

				if ( !( InnerStruct->StructFlags & STRUCT_NetDeltaSerializeNative ) )
				{
					// This property isn't custom delta
					UE_LOG( LogNetTraffic, Error, TEXT( "Property isn't custom delta %s" ), *ReplicatedProp->GetName() );
					return false;
				}

				UScriptStruct::ICppStructOps * CppStructOps = InnerStruct->GetCppStructOps();

				check( CppStructOps );
				check( !InnerStruct->InheritedCppStructOps() );

				FNetDeltaSerializeInfo Parms;

				FNetSerializeCB NetSerializeCB( OwningChannel->Connection->Driver );

				Parms.DebugName			= StructProperty->GetName();
				Parms.Struct			= InnerStruct;
				Parms.Map				= PackageMap;
				Parms.InArchive			= &Bunch;
				Parms.NetSerializeCB	= &NetSerializeCB;

				// Call the custom delta serialize function to handle it
				CppStructOps->NetDeltaSerialize( Parms, Data );

				if ( Bunch.IsError() )
				{
					UE_LOG( LogNet, Error, TEXT( "ReceivedBunch: NetDeltaSerialize - Bunch.IsError() == true: %s" ), *Object->GetFullName() );
					return false;
				}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:66,代码来源:DataReplication.cpp

示例11: check

/**
 * Finds the metadata for the property specified
 *
 * @param	Prop	the property to search for
 *
 * @return	pointer to the metadata for the property specified, or NULL
 *			if the property doesn't exist in the list (for example, if it
 *			is declared in a package that is already compiled and has had its
 *			source stripped)
 */
FTokenData* FClassMetaData::FindTokenData( UProperty* Prop )
{
	check(Prop);

	FTokenData* Result = nullptr;
	UObject* Outer = Prop->GetOuter();
	UClass* OuterClass = nullptr;
	if (Outer->IsA<UStruct>())
	{
		Result = GlobalPropertyData.Find(Prop);

		if (Result == nullptr)
		{
			OuterClass = Cast<UClass>(Outer);

			if (Result == nullptr && OuterClass != nullptr && OuterClass->GetSuperClass() != OuterClass)
			{
				OuterClass = OuterClass->GetSuperClass();
			}
		}
	}
	else
	{
		UFunction* OuterFunction = Cast<UFunction>(Outer);
		if ( OuterFunction != NULL )
		{
			// function parameter, return, or local property
			FFunctionData* FuncData = nullptr;
			if (FFunctionData::TryFindForFunction(OuterFunction, FuncData))
			{
				FPropertyData& FunctionParameters = FuncData->GetParameterData();
				Result = FunctionParameters.Find(Prop);
				if ( Result == NULL )
				{
					Result = FuncData->GetReturnTokenData();
				}
			}
			else
			{
				OuterClass = OuterFunction->GetOwnerClass();
			}
		}
		else
		{
			// struct property
			UScriptStruct* OuterStruct = Cast<UScriptStruct>(Outer);
			check(OuterStruct != NULL);

			TScopedPointer<FStructData>* pStructInfo = StructData.Find(OuterStruct);
			if ( pStructInfo != NULL )
			{
				FStructData* StructInfo = pStructInfo->GetOwnedPointer();
				check(StructInfo);

				FPropertyData& StructProperties = StructInfo->GetStructPropertyData();
				Result = StructProperties.Find(Prop);
			}
			else
			{
				OuterClass = OuterStruct->GetOwnerClass();
			}
		}
	}

	if (Result == nullptr && OuterClass != nullptr)
	{
		FClassMetaData* SuperClassData = GScriptHelper.FindClassData(OuterClass);
		if (SuperClassData && SuperClassData != this)
		{
			Result = SuperClassData->FindTokenData(Prop);
		}
	}

	return Result;
}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:85,代码来源:ParserHelper.cpp

示例12: GetObject


//.........这里部分代码省略.........
			}
			else
			{
				// Receive array index.
				uint32 Element = 0;
				if ( ReplicatedProp->ArrayDim != 1 )
				{
					check( ReplicatedProp->ArrayDim >= 2 );

					Bunch.SerializeIntPacked( Element );

					if ( Element >= (uint32)ReplicatedProp->ArrayDim )
					{
						UE_LOG(LogRep, Error, TEXT("Element index too large %s in %s"), *ReplicatedProp->GetName(), *Object->GetFullName());
						return false;
					}
				}

				// Pointer to destination.
				uint8* Data = ReplicatedProp->ContainerPtrToValuePtr<uint8>((uint8*)Object, Element);
				TArray<uint8>	MetaData;
				const PTRINT DataOffset = Data - (uint8*)Object;

				// Receive custom delta property.
				UStructProperty * StructProperty = Cast< UStructProperty >( ReplicatedProp );

				if ( StructProperty == NULL )
				{
					// This property isn't custom delta
					UE_LOG(LogRepTraffic, Error, TEXT("Property isn't custom delta %s"), *ReplicatedProp->GetName());
					return false;
				}

				UScriptStruct * InnerStruct = StructProperty->Struct;

				if ( !( InnerStruct->StructFlags & STRUCT_NetDeltaSerializeNative ) )
				{
					// This property isn't custom delta
					UE_LOG(LogRepTraffic, Error, TEXT("Property isn't custom delta %s"), *ReplicatedProp->GetName());
					return false;
				}

				UScriptStruct::ICppStructOps * CppStructOps = InnerStruct->GetCppStructOps();

				check( CppStructOps );
				check( !InnerStruct->InheritedCppStructOps() );

				FNetDeltaSerializeInfo Parms;

				FNetSerializeCB NetSerializeCB( OwningChannel->Connection->Driver );

				Parms.DebugName			= StructProperty->GetName();
				Parms.Struct			= InnerStruct;
				Parms.Map				= PackageMap;
				Parms.Reader			= &Bunch;
				Parms.NetSerializeCB	= &NetSerializeCB;

				// Call the custom delta serialize function to handle it
				CppStructOps->NetDeltaSerialize( Parms, Data );

				if ( Bunch.IsError() )
				{
					UE_LOG(LogNet, Error, TEXT("ReceivedBunch: NetDeltaSerialize - Bunch.IsError() == true: %s"), *Object->GetFullName());
					return false;
				}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:66,代码来源:DataReplication.cpp

示例13: switch


//.........这里部分代码省略.........
			Ar.Logf(TEXT("%s $%X: literal rotation (%f,%f,%f)"), *Indents, (int32)Opcode, Pitch, Yaw, Roll);
			break;
		}
	case EX_VectorConst:
		{
			float X = ReadFLOAT(ScriptIndex);
			float Y = ReadFLOAT(ScriptIndex);
			float Z = ReadFLOAT(ScriptIndex);

			Ar.Logf(TEXT("%s $%X: literal vector (%f,%f,%f)"), *Indents, (int32)Opcode, X, Y, Z);
			break;
		}
	case EX_TransformConst:
		{

			float RotX = ReadFLOAT(ScriptIndex);
			float RotY = ReadFLOAT(ScriptIndex);
			float RotZ = ReadFLOAT(ScriptIndex);
			float RotW = ReadFLOAT(ScriptIndex);

			float TransX = ReadFLOAT(ScriptIndex);
			float TransY = ReadFLOAT(ScriptIndex);
			float TransZ = ReadFLOAT(ScriptIndex);

			float ScaleX = ReadFLOAT(ScriptIndex);
			float ScaleY = ReadFLOAT(ScriptIndex);
			float ScaleZ = ReadFLOAT(ScriptIndex);

			Ar.Logf(TEXT("%s $%X: literal transform R(%f,%f,%f,%f) T(%f,%f,%f) S(%f,%f,%f)"), *Indents, (int32)Opcode, TransX, TransY, TransZ, RotX, RotY, RotZ, RotW, ScaleX, ScaleY, ScaleZ);
			break;
		}
	case EX_StructConst:
		{
			UScriptStruct* Struct = ReadPointer<UScriptStruct>(ScriptIndex);
			int32 SerializedSize = ReadINT(ScriptIndex);
			Ar.Logf(TEXT("%s $%X: literal struct %s (serialized size: %d)"), *Indents, (int32)Opcode, *Struct->GetName(), SerializedSize);
			while( SerializeExpr(ScriptIndex) != EX_EndStructConst )
			{
				// struct contents
			}
			break;
		}
	case EX_SetArray:
		{
 			Ar.Logf(TEXT("%s $%X: set array"), *Indents, (int32)Opcode);
			SerializeExpr(ScriptIndex);
 			while( SerializeExpr(ScriptIndex) != EX_EndArray)
 			{
 				// Array contents
 			}
 			break;
		}
	case EX_ByteConst:
		{
			uint8 ConstValue = ReadBYTE(ScriptIndex);
			Ar.Logf(TEXT("%s $%X: literal byte %d"), *Indents, (int32)Opcode, ConstValue);
			break;
		}
	case EX_IntConstByte:
		{
			int32 ConstValue = ReadBYTE(ScriptIndex);
			Ar.Logf(TEXT("%s $%X: literal int %d"), *Indents, (int32)Opcode, ConstValue);
			break;
		}
	case EX_MetaCast:
		{
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:67,代码来源:ScriptDisassembler.cpp

示例14: TEXT

/** Creates a property named PropertyName of type PropertyType in the Scope or returns NULL if the type is unknown, but does *not* link that property in */
UProperty* FKismetCompilerUtilities::CreatePropertyOnScope(UStruct* Scope, const FName& PropertyName, const FEdGraphPinType& Type, UClass* SelfClass, uint64 PropertyFlags, const UEdGraphSchema_K2* Schema, FCompilerResultsLog& MessageLog)
{
	//@TODO: Check for name conflicts!

	// Properties are non-transactional as they're regenerated on every compile
	const EObjectFlags ObjectFlags = RF_Public;

	UProperty* NewProperty = NULL;
	UObject* PropertyScope = NULL;

	FName ValidatedPropertyName = PropertyName;

	// Check to see if there's already a property on this scope, and throw an internal compiler error if so
	// If this happens, it breaks the property link, which causes stack corruption and hard-to-track errors, so better to fail at this point
	{
		UProperty* ExistingProperty = FindObject<UProperty>(Scope, *PropertyName.ToString(), false);
		if( ExistingProperty )
		{
			MessageLog.Error(*FString::Printf(TEXT("Internal Compiler Error:  Duplicate property %s on scope %s"), *PropertyName.ToString(), (Scope ? *Scope->GetName() : TEXT("None"))));

			// Find a free name, so we can still create the property to make it easier to spot the duplicates, and avoid crashing
			uint32 Counter = 0;
			FString TestNameString;
			do 
			{
				TestNameString = PropertyName.ToString() + FString::Printf(TEXT("_ERROR_DUPLICATE_%d"), Counter++);
			} while (FindObject<UProperty>(Scope, *TestNameString, false) != NULL);

			ValidatedPropertyName = FName(*TestNameString);
		}
	}

	// Handle creating an array property, if necessary
	const bool bIsArrayProperty = Type.bIsArray;
	UArrayProperty* NewArrayProperty = NULL;
	if( bIsArrayProperty )
	{
		NewArrayProperty = NewNamedObject<UArrayProperty>(Scope, ValidatedPropertyName, ObjectFlags);
		PropertyScope = NewArrayProperty;
	}
	else
	{
		PropertyScope = Scope;
	}

	//@TODO: Nasty string if-else tree
	if (Type.PinCategory == Schema->PC_Object)
	{
		UClass* SubType = (Type.PinSubCategory == Schema->PSC_Self) ? SelfClass : Cast<UClass>(Type.PinSubCategoryObject.Get());

		if( SubType == NULL )
		{
			// If this is from a degenerate pin, because the object type has been removed, default this to a UObject subtype so we can make a dummy term for it to allow the compiler to continue
			SubType = UObject::StaticClass();
		}

		if (SubType != NULL)
		{
			if (SubType->HasAnyClassFlags(CLASS_Interface))
			{
				UInterfaceProperty* NewPropertyObj = NewNamedObject<UInterfaceProperty>(PropertyScope, ValidatedPropertyName, ObjectFlags);
				NewPropertyObj->InterfaceClass = SubType;
				NewProperty = NewPropertyObj;
			}
			else
			{
				UObjectPropertyBase* NewPropertyObj = NULL;

				if( Type.bIsWeakPointer )
				{
					NewPropertyObj = NewNamedObject<UWeakObjectProperty>(PropertyScope, ValidatedPropertyName, ObjectFlags);
				}
				else
				{
					NewPropertyObj = NewNamedObject<UObjectProperty>(PropertyScope, ValidatedPropertyName, ObjectFlags);
				}
				NewPropertyObj->PropertyClass = SubType;
				NewProperty = NewPropertyObj;
			}
		}
	}
	else if (Type.PinCategory == Schema->PC_Struct)
	{
		UScriptStruct* SubType = Cast<UScriptStruct>(Type.PinSubCategoryObject.Get());
		if (SubType != NULL)
		{
			FString StructureError;
			if (FStructureEditorUtils::EStructureError::Ok == FStructureEditorUtils::IsStructureValid(SubType, NULL, &StructureError))
			{
				UStructProperty* NewPropertyStruct = NewNamedObject<UStructProperty>(PropertyScope, ValidatedPropertyName, ObjectFlags);
				NewPropertyStruct->Struct = SubType;
				NewProperty = NewPropertyStruct;
			}
			else
			{
				MessageLog.Error(
					*FString::Printf(
						*LOCTEXT("InvalidStructForField_Error", "Invalid property '%s' structure '%s' error: %s").ToString(),
						*PropertyName.ToString(),
//.........这里部分代码省略.........
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:101,代码来源:KismetCompilerMisc.cpp

示例15: switch


//.........这里部分代码省略.........
			Ar.Logf(TEXT("%s $%X: literal rotation (%f,%f,%f)"), *Indents, (int32)Opcode, Pitch, Yaw, Roll);
			break;
		}
	case EX_VectorConst:
		{
			float X = ReadFLOAT(ScriptIndex);
			float Y = ReadFLOAT(ScriptIndex);
			float Z = ReadFLOAT(ScriptIndex);

			Ar.Logf(TEXT("%s $%X: literal vector (%f,%f,%f)"), *Indents, (int32)Opcode, X, Y, Z);
			break;
		}
	case EX_TransformConst:
		{

			float RotX = ReadFLOAT(ScriptIndex);
			float RotY = ReadFLOAT(ScriptIndex);
			float RotZ = ReadFLOAT(ScriptIndex);
			float RotW = ReadFLOAT(ScriptIndex);

			float TransX = ReadFLOAT(ScriptIndex);
			float TransY = ReadFLOAT(ScriptIndex);
			float TransZ = ReadFLOAT(ScriptIndex);

			float ScaleX = ReadFLOAT(ScriptIndex);
			float ScaleY = ReadFLOAT(ScriptIndex);
			float ScaleZ = ReadFLOAT(ScriptIndex);

			Ar.Logf(TEXT("%s $%X: literal transform R(%f,%f,%f,%f) T(%f,%f,%f) S(%f,%f,%f)"), *Indents, (int32)Opcode, TransX, TransY, TransZ, RotX, RotY, RotZ, RotW, ScaleX, ScaleY, ScaleZ);
			break;
		}
	case EX_StructConst:
		{
			UScriptStruct* Struct = ReadPointer<UScriptStruct>(ScriptIndex);
			int32 SerializedSize = ReadINT(ScriptIndex);
			Ar.Logf(TEXT("%s $%X: literal struct %s (serialized size: %d)"), *Indents, (int32)Opcode, *Struct->GetName(), SerializedSize);
			while( SerializeExpr(ScriptIndex) != EX_EndStructConst )
			{
				// struct contents
			}
			break;
		}
	case EX_SetArray:
		{
 			Ar.Logf(TEXT("%s $%X: set array"), *Indents, (int32)Opcode);
			SerializeExpr(ScriptIndex);
 			while( SerializeExpr(ScriptIndex) != EX_EndArray)
 			{
 				// Array contents
 			}
 			break;
		}
	case EX_ArrayConst:
		{
			UProperty* InnerProp = ReadPointer<UProperty>(ScriptIndex);
			int32 Num = ReadINT(ScriptIndex);
			Ar.Logf(TEXT("%s $%X: set array const - elements number: %d, inner property: %s"), *Indents, (int32)Opcode, Num, *GetNameSafe(InnerProp));
			while (SerializeExpr(ScriptIndex) != EX_EndArrayConst)
			{
				// Array contents
			}
			break;
		}
	case EX_ByteConst:
		{
			uint8 ConstValue = ReadBYTE(ScriptIndex);
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:67,代码来源:ScriptDisassembler.cpp


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