本文整理汇总了C++中UTexture2D::GetPathName方法的典型用法代码示例。如果您正苦于以下问题:C++ UTexture2D::GetPathName方法的具体用法?C++ UTexture2D::GetPathName怎么用?C++ UTexture2D::GetPathName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UTexture2D
的用法示例。
在下文中一共展示了UTexture2D::GetPathName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: RefreshLightmapItems
void FLightmapCustomNodeBuilder::RefreshLightmapItems()
{
LightmapItems.Empty();
FWorldContext& Context = GEditor->GetEditorWorldContext();
UWorld* World = Context.World();
if ( World )
{
TArray<UTexture2D*> LightMapsAndShadowMaps;
World->GetLightMapsAndShadowMaps(World->GetCurrentLevel(), LightMapsAndShadowMaps);
for ( auto ObjIt = LightMapsAndShadowMaps.CreateConstIterator(); ObjIt; ++ObjIt )
{
UTexture2D* CurrentObject = *ObjIt;
if (CurrentObject)
{
FAssetData AssetData = FAssetData(CurrentObject);
const uint32 ThumbnailResolution = 64;
TSharedPtr<FAssetThumbnail> LightMapThumbnail = MakeShareable( new FAssetThumbnail( AssetData, ThumbnailResolution, ThumbnailResolution, ThumbnailPool ) );
TSharedPtr<FLightmapItem> NewItem = MakeShareable( new FLightmapItem(CurrentObject->GetPathName(), LightMapThumbnail) );
LightmapItems.Add(NewItem);
}
}
}
if ( LightmapListView.IsValid() )
{
LightmapListView->RequestListRefresh();
}
}