本文整理汇总了C++中USkeleton::IsCompatible方法的典型用法代码示例。如果您正苦于以下问题:C++ USkeleton::IsCompatible方法的具体用法?C++ USkeleton::IsCompatible怎么用?C++ USkeleton::IsCompatible使用的例子?那么, 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USkeleton
的用法示例。
在下文中一共展示了USkeleton::IsCompatible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: ValidateAnimNodeDuringCompilation
void UAnimGraphNode_PoseByName::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
{
UPoseAsset* PoseAssetToCheck = Node.PoseAsset;
UEdGraphPin* PoseAssetPin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_PoseByName, PoseAsset));
if (PoseAssetPin != nullptr && PoseAssetToCheck == nullptr)
{
PoseAssetToCheck = Cast<UPoseAsset>(PoseAssetPin->DefaultObject);
}
if (PoseAssetToCheck == nullptr)
{
// we may have a connected node
if (PoseAssetPin == nullptr || PoseAssetPin->LinkedTo.Num() == 0)
{
MessageLog.Error(TEXT("@@ references an unknown pose asset"), this);
}
}
else
{
USkeleton* SeqSkeleton = PoseAssetToCheck->GetSkeleton();
if (SeqSkeleton&& // if anim sequence doesn't have skeleton, it might be due to anim sequence not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
!SeqSkeleton->IsCompatible(ForSkeleton))
{
MessageLog.Error(TEXT("@@ references sequence that uses different skeleton @@"), this, SeqSkeleton);
}
}
}
示例2: ValidateAnimNodeDuringCompilation
void UAnimGraphNode_RotationOffsetBlendSpace::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
{
if (Node.BlendSpace == NULL)
{
MessageLog.Error(TEXT("@@ references an unknown blend space"), this);
}
else if (Cast<UAimOffsetBlendSpace>(Node.BlendSpace) == NULL &&
Cast<UAimOffsetBlendSpace1D>(Node.BlendSpace) == NULL)
{
MessageLog.Error(TEXT("@@ references an invalid blend space (one that is not an aim offset)"), this);
}
else
{
USkeleton* BlendSpaceSkeleton = Node.BlendSpace->GetSkeleton();
if (BlendSpaceSkeleton && // if blend space doesn't have skeleton, it might be due to blend space not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
!BlendSpaceSkeleton->IsCompatible(ForSkeleton))
{
MessageLog.Error(TEXT("@@ references blendspace that uses different skeleton @@"), this, BlendSpaceSkeleton);
}
}
if (UAnimationSettings::Get()->bEnablePerformanceLog)
{
if (Node.LODThreshold < 0)
{
MessageLog.Warning(TEXT("@@ contains no LOD Threshold."), this);
}
}
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:29,代码来源:AnimGraphNode_RotationOffsetBlendSpace.cpp
示例3: ValidateAnimNodeDuringCompilation
void UAnimGraphNode_PoseHandler::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
{
UPoseAsset* PoseAssetToCheck = GetPoseHandlerNode()->PoseAsset;
UEdGraphPin* PoseAssetPin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_PoseHandler, PoseAsset));
if (PoseAssetPin != nullptr && PoseAssetToCheck == nullptr)
{
PoseAssetToCheck = Cast<UPoseAsset>(PoseAssetPin->DefaultObject);
}
if (PoseAssetToCheck == nullptr)
{
if (PoseAssetPin == nullptr || PoseAssetPin->LinkedTo.Num() == 0)
{
MessageLog.Error(TEXT("@@ references an unknown poseasset"), this);
}
}
else
{
USkeleton* SeqSkeleton = PoseAssetToCheck->GetSkeleton();
if (SeqSkeleton && // if PoseAsset doesn't have skeleton, it might be due to PoseAsset not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
!SeqSkeleton->IsCompatible(ForSkeleton))
{
MessageLog.Error(TEXT("@@ references poseasset that uses different skeleton @@"), this, SeqSkeleton);
}
}
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
}
示例4: ValidateAnimNodeDuringCompilation
void UAnimGraphNode_BlendSpacePlayer::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
{
if (Node.BlendSpace == NULL)
{
MessageLog.Error(TEXT("@@ references an unknown blend space"), this);
}
else
{
USkeleton * BlendSpaceSkeleton = Node.BlendSpace->GetSkeleton();
if (BlendSpaceSkeleton && // if blend space doesn't have skeleton, it might be due to blend space not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
!BlendSpaceSkeleton->IsCompatible(ForSkeleton))
{
MessageLog.Error(TEXT("@@ references blendspace that uses different skeleton @@"), this, BlendSpaceSkeleton);
}
}
}