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C++ UScriptStruct::GetName方法代码示例

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


在下文中一共展示了UScriptStruct::GetName方法的6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: NetSerialize

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2: 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3: ProcessCommon

void FKismetBytecodeDisassembler::ProcessCommon(int32& ScriptIndex, EExprToken Opcode)
{
	switch (Opcode)
	{
	case EX_PrimitiveCast:
		{
			// A type conversion.
			uint8 ConversionType = ReadBYTE(ScriptIndex);
			Ar.Logf(TEXT("%s $%X: PrimitiveCast of type %d"), *Indents, (int32)Opcode, ConversionType);
			AddIndent();

			Ar.Logf(TEXT("%s Argument:"), *Indents);
			ProcessCastByte(ConversionType, ScriptIndex);

			//@TODO:
			//Ar.Logf(TEXT("%s Expression:"), *Indents);
			//SerializeExpr( ScriptIndex );
			break;
		}
	case EX_ObjToInterfaceCast:
		{
			// A conversion from an object variable to a native interface variable.
			// We use a different bytecode to avoid the branching each time we process a cast token

			// the interface class to convert to
			UClass* InterfaceClass = ReadPointer<UClass>(ScriptIndex);
			Ar.Logf(TEXT("%s $%X: ObjToInterfaceCast to %s"), *Indents, (int32)Opcode, *InterfaceClass->GetName());

			SerializeExpr( ScriptIndex );
			break;
		}
	case EX_CrossInterfaceCast:
		{
			// A conversion from one interface variable to a different interface variable.
			// We use a different bytecode to avoid the branching each time we process a cast token

			// the interface class to convert to
			UClass* InterfaceClass = ReadPointer<UClass>(ScriptIndex);
			Ar.Logf(TEXT("%s $%X: InterfaceToInterfaceCast to %s"), *Indents, (int32)Opcode, *InterfaceClass->GetName());

			SerializeExpr( ScriptIndex );
			break;
		}
	case EX_InterfaceToObjCast:
		{
			// A conversion from an interface variable to a object variable.
			// We use a different bytecode to avoid the branching each time we process a cast token

			// the interface class to convert to
			UClass* ObjectClass = ReadPointer<UClass>(ScriptIndex);
			Ar.Logf(TEXT("%s $%X: InterfaceToObjCast to %s"), *Indents, (int32)Opcode, *ObjectClass->GetName());

			SerializeExpr( ScriptIndex );
			break;
		}
	case EX_Let:
		{
			Ar.Logf(TEXT("%s $%X: Let (Variable = Expression)"), *Indents, (int32)Opcode);
			AddIndent();

			// Variable expr.
			Ar.Logf(TEXT("%s Variable:"), *Indents);
			SerializeExpr( ScriptIndex );

			// Assignment expr.
			Ar.Logf(TEXT("%s Expression:"), *Indents);
			SerializeExpr( ScriptIndex );

			DropIndent();
			break;
		}
	case EX_LetObj:
	case EX_LetWeakObjPtr:
		{
			if( Opcode == EX_LetObj )
			{
				Ar.Logf(TEXT("%s $%X: Let Obj (Variable = Expression)"), *Indents, (int32)Opcode);
			}
			else
			{
				Ar.Logf(TEXT("%s $%X: Let WeakObjPtr (Variable = Expression)"), *Indents, (int32)Opcode);
			}
			AddIndent();

			// Variable expr.
			Ar.Logf(TEXT("%s Variable:"), *Indents);
			SerializeExpr( ScriptIndex );

			// Assignment expr.
			Ar.Logf(TEXT("%s Expression:"), *Indents);
			SerializeExpr( ScriptIndex );

			DropIndent();
			break;
		}
	case EX_LetBool:
		{
			Ar.Logf(TEXT("%s $%X: LetBool (Variable = Expression)"), *Indents, (int32)Opcode);
			AddIndent();

//.........这里部分代码省略.........
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:101,代码来源:ScriptDisassembler.cpp

示例4: CreatePropertyOnScope

/** 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5: 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6: ProcessCommon

void FKismetBytecodeDisassembler::ProcessCommon(int32& ScriptIndex, EExprToken Opcode)
{
	switch (Opcode)
	{
	case EX_PrimitiveCast:
		{
			// A type conversion.
			uint8 ConversionType = ReadBYTE(ScriptIndex);
			Ar.Logf(TEXT("%s $%X: PrimitiveCast of type %d"), *Indents, (int32)Opcode, ConversionType);
			AddIndent();

			Ar.Logf(TEXT("%s Argument:"), *Indents);
			ProcessCastByte(ConversionType, ScriptIndex);

			//@TODO:
			//Ar.Logf(TEXT("%s Expression:"), *Indents);
			//SerializeExpr( ScriptIndex );
			break;
		}
	case EX_ObjToInterfaceCast:
		{
			// A conversion from an object variable to a native interface variable.
			// We use a different bytecode to avoid the branching each time we process a cast token

			// the interface class to convert to
			UClass* InterfaceClass = ReadPointer<UClass>(ScriptIndex);
			Ar.Logf(TEXT("%s $%X: ObjToInterfaceCast to %s"), *Indents, (int32)Opcode, *InterfaceClass->GetName());

			SerializeExpr( ScriptIndex );
			break;
		}
	case EX_CrossInterfaceCast:
		{
			// A conversion from one interface variable to a different interface variable.
			// We use a different bytecode to avoid the branching each time we process a cast token

			// the interface class to convert to
			UClass* InterfaceClass = ReadPointer<UClass>(ScriptIndex);
			Ar.Logf(TEXT("%s $%X: InterfaceToInterfaceCast to %s"), *Indents, (int32)Opcode, *InterfaceClass->GetName());

			SerializeExpr( ScriptIndex );
			break;
		}
	case EX_InterfaceToObjCast:
		{
			// A conversion from an interface variable to a object variable.
			// We use a different bytecode to avoid the branching each time we process a cast token

			// the interface class to convert to
			UClass* ObjectClass = ReadPointer<UClass>(ScriptIndex);
			Ar.Logf(TEXT("%s $%X: InterfaceToObjCast to %s"), *Indents, (int32)Opcode, *ObjectClass->GetName());

			SerializeExpr( ScriptIndex );
			break;
		}
	case EX_Let:
		{
			Ar.Logf(TEXT("%s $%X: Let (Variable = Expression)"), *Indents, (int32)Opcode);
			AddIndent();

			ReadPointer<UProperty>(ScriptIndex);

			// Variable expr.
			Ar.Logf(TEXT("%s Variable:"), *Indents);
			SerializeExpr( ScriptIndex );

			// Assignment expr.
			Ar.Logf(TEXT("%s Expression:"), *Indents);
			SerializeExpr( ScriptIndex );

			DropIndent();
			break;
		}
	case EX_LetObj:
	case EX_LetWeakObjPtr:
		{
			if( Opcode == EX_LetObj )
			{
				Ar.Logf(TEXT("%s $%X: Let Obj (Variable = Expression)"), *Indents, (int32)Opcode);
			}
			else
			{
				Ar.Logf(TEXT("%s $%X: Let WeakObjPtr (Variable = Expression)"), *Indents, (int32)Opcode);
			}
			AddIndent();

			// Variable expr.
			Ar.Logf(TEXT("%s Variable:"), *Indents);
			SerializeExpr( ScriptIndex );

			// Assignment expr.
			Ar.Logf(TEXT("%s Expression:"), *Indents);
			SerializeExpr( ScriptIndex );

			DropIndent();
			break;
		}
	case EX_LetBool:
		{
			Ar.Logf(TEXT("%s $%X: LetBool (Variable = Expression)"), *Indents, (int32)Opcode);
//.........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:ScriptDisassembler.cpp


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