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C++ FObjectFinder::Succeeded方法代码示例

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


在下文中一共展示了FObjectFinder::Succeeded方法的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: MeshFinder

AStick::AStick(){
  RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
  Stick = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("OurVisibleComponent"));
  Stick->SetMobility(EComponentMobility::Movable);
  Stick->CastShadow = false;
  Stick->AttachTo(RootComponent);
  UStaticMesh *mesh = nullptr;
  static ConstructorHelpers::FObjectFinder<UStaticMesh> MeshFinder(TEXT("StaticMesh'/Game/Models/Baculo/baculo_model.baculo_model'"));
  if (MeshFinder.Succeeded()){
    mesh = MeshFinder.Object;
    Stick->SetStaticMesh(mesh);
  }
  Stick->SetWorldScale3D(FVector(0.75, 0.75, 0.75));
  StickMaterial = ((UPrimitiveComponent*)GetRootComponent())->CreateAndSetMaterialInstanceDynamic(0);
  UMaterial* mat = nullptr;
  static ConstructorHelpers::FObjectFinder<UMaterial> MatFinder(TEXT("Material'/Game/Models/Baculo/baculo_diffuse.baculo_diffuse'"));
  if (MatFinder.Succeeded()){
    mat = MatFinder.Object;
    StickMaterial = UMaterialInstanceDynamic::Create(mat, GetWorld());
  }

  EffectsMaterial = ((UPrimitiveComponent*)GetRootComponent())->CreateAndSetMaterialInstanceDynamic(1);
  mat = nullptr;
  static ConstructorHelpers::FObjectFinder<UMaterial> MatFinderEffects(TEXT("Material'/Game/Models/Baculo/baculoBloom_material.baculoBloom_material'"));
  if (MatFinderEffects.Succeeded()){
    mat = MatFinderEffects.Object;
    EffectsMaterial = UMaterialInstanceDynamic::Create(mat, GetWorld());
  }

  BBMaterial = CreateDefaultSubobject<UMaterialBillboardComponent>(TEXT("BB"));
  BBMaterial->AttachTo(RootComponent);
  BBMaterial->SetMobility(EComponentMobility::Movable);
  BBMaterial->CastShadow = false;
  BBMaterial->SetRelativeLocation(FVector(0, 0, 70));
}
开发者ID:alfreSosa,项目名称:PC-TowardsTheLight,代码行数:35,代码来源:Stick.cpp

示例2: BasicMat

// Sets default values
AHairSegment::AHairSegment()
{
	PrimaryActorTick.bCanEverTick = false;

	ProceduralMeshData = NewObject<UProceduralMeshData>();
	ProceduralMesh = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("GeneratedMesh"));
	RootComponent = ProceduralMesh;
	ProceduralMesh->SetCollisionProfileName(TEXT("OverlapAll"));

	OutlineMesh = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("OutlineMesh"));
	static ConstructorHelpers::FObjectFinder<UMaterialInterface> BasicMat(TEXT("MaterialInterface'/Game/Materials/M_Basic.M_Basic'"));
	if (BasicMat.Succeeded())
		OutlineMesh->SetMaterial(0, BasicMat.Object);
	OutlineMesh->SetRenderInMainPass(false);
	OutlineMesh->SetCastShadow(false);

	Spline = CreateDefaultSubobject<USplineComponent>(TEXT("Spline"));
	Spline->SetupAttachment(RootComponent);
	Spline->ClearSplinePoints();

	static ConstructorHelpers::FObjectFinder<UMaterialInterface> TmpMat(TEXT("MaterialInterface'/Game/Materials/M_Test.M_Test'"));
	if (TmpMat.Succeeded())
		Material = TmpMat.Object;

	if (Material)
		SetSegmentMaterial(0, Material);
}
开发者ID:ArchDD,项目名称:Archs-HairyLab-UE4,代码行数:28,代码来源:HairSegment.cpp

示例3: SphereVisualAsset

// Sets default values
AProjectile::AProjectile()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	
	CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("Collision_Component"));
	CollisionComp->SetSphereRadius(5.0f);
	CollisionComp->AttachTo(RootComponent);
	CollisionComp->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
	CollisionComp->SetCollisionObjectType(ECollisionChannel::ECC_WorldDynamic);
	
	SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Sphere_Mesh"));
	SphereVisual->AttachTo(CollisionComp);
	static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));
	if (SphereVisualAsset.Succeeded())
	{
		SphereVisual->SetStaticMesh(SphereVisualAsset.Object);
		SphereVisual->SetRelativeLocation(FVector(-7.0f, 0.0f, 0.0f));
		SphereVisual->SetWorldScale3D(FVector(0.2f, 0.04f, 0.02f));
		SphereVisual->SetCollisionEnabled(ECollisionEnabled::NoCollision);
		
		static ConstructorHelpers::FObjectFinder<UMaterial> MaterialAsset(TEXT("/Game/Materials/BulletMat"));
		if (MaterialAsset.Succeeded())
		{
			SphereVisual->SetMaterial(0, MaterialAsset.Object);
		}
		
		UProjectileMovementComponent* ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("Projectile_Movement"));
		ProjectileMovement->InitialSpeed = 2000.0f;
		ProjectileMovement->ProjectileGravityScale = 0.0f;
	}
}
开发者ID:ChristopherMurray194,项目名称:Final_Project,代码行数:33,代码来源:Projectile.cpp

示例4: ofMesh

// Sets default values
AExplodeRay::AExplodeRay()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

    // Find assets
    static ConstructorHelpers::FObjectFinder<UStaticMesh> ofMesh(TEXT("StaticMesh'/Game/StaticMeshes/Shape_Cube.Shape_Cube'"));
    static ConstructorHelpers::FObjectFinder<UMaterial> ofMat(TEXT("Material'/Game/Materials/M_Ray.M_Ray'"));

    m_pMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
    m_pMesh->SetCollisionProfileName(TEXT("NoCollision"));

    if (ofMesh.Succeeded() &&
        ofMat.Succeeded())
    {
        m_pMesh->SetStaticMesh(ofMesh.Object);
        m_pMesh->SetRelativeLocation(FVector(0.0f, 0.0f, -50.0f));
        m_pParentMat = ofMat.Object;
    }

    m_pBox = CreateDefaultSubobject<UBoxComponent>(TEXT("Box"));
    m_pBox->InitBoxExtent(FVector(50.0f, 50.0f, 50.0f));
    m_pBox->SetCollisionProfileName(TEXT("OverlapAll"));
    m_pBox->SetCollisionResponseToChannel(ECollisionChannel::ECC_GameTraceChannel1, ECollisionResponse::ECR_Ignore);

    RootComponent = m_pBox;
    m_pMesh->AttachTo(RootComponent);

    m_fTime = EXPLODE_RAY_LIFETIME;
}
开发者ID:mholtkamp,项目名称:bomber-rats,代码行数:31,代码来源:ExplodeRay.cpp

示例5: GunAsset

// Sets default values
ARifle::ARifle()
{
	// Max ammo in one clip
	ClipSize = 30;
	// Ammo per clip/magazine
	AmmoCount = ClipSize;
	// Rounds per second
	SetRPS(10.0f);
	// Range of rifle
	SetRange(2000.0f);
	// Damage values
	SetPlayerDamage(0.5f);
	SetEnemyDamage(20.0f);

	static ConstructorHelpers::FObjectFinder<USkeletalMesh> GunAsset(TEXT("/Game/FPWeapon/Mesh/SK_FPGun.SK_FPGun"));
	if (GunAsset.Succeeded())
	{
		static ConstructorHelpers::FObjectFinder<UMaterial> MaterialAsset(TEXT("/Game/FPWeapon/Materials/M_FPGun"));
		if (MaterialAsset.Succeeded())
		{
			SetupWeaponMesh(GunAsset.Object, MaterialAsset.Object, FVector(0.0f, 0.0f, 0.0f), FRotator(0.0f, -90.0f, 0.0f));
		}
		SetupArrowComp(FVector(0.0f, 50.0f, 11.0f), FRotator(0.0f, 90.0f, 0.0f));
	}
}
开发者ID:ChristopherMurray194,项目名称:Final_Project,代码行数:26,代码来源:Rifle.cpp

示例6: SphereVisualAsset

// Sets default values
ACollidingPawn::ACollidingPawn()
{
 	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	// Tutorial code

	// Our root component will be a sphere that reats to Physics
	USphereComponent* SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("RootComponent"));
	RootComponent = SphereComponent;
	SphereComponent->InitSphereRadius(40.0f);
	SphereComponent->SetCollisionProfileName(TEXT("Pawn"));

	// Creating and correctly Positioning the Mesh component so that it fits the sphere collision
	UStaticMeshComponent* SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualRepresentation"));
	SphereVisual->AttachTo(RootComponent);
	static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));
	if (SphereVisualAsset.Succeeded())
	{
		SphereVisual->SetStaticMesh(SphereVisualAsset.Object);
		SphereVisual->SetRelativeLocation(FVector(0.0f, 0.0f,-40.0f));
		SphereVisual->SetWorldScale3D(FVector(0.8f));
	}

	// Particle system Creation, Positioning (Offset)
	OurParticleSystem = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("MovementParticles"));
	OurParticleSystem->AttachTo(SphereVisual);
	OurParticleSystem->bAutoActivate = false;
	OurParticleSystem->SetRelativeLocation(FVector(-20.0f,0.0f,0.0f));
	static ConstructorHelpers::FObjectFinder<UParticleSystem> ParticleAsset(TEXT("/Game/StarterContent/Particles/P_Fire.P_Fire"));
	if (ParticleAsset.Succeeded())
	{
		OurParticleSystem->SetTemplate(ParticleAsset.Object);
	}

	// SpringArm creation for a smooth and fast Camera Experience ( We could have just avoided this springArm ) but for the sake of smoothness
	USpringArmComponent* SpringArm = CreateAbstractDefaultSubobject<USpringArmComponent>(TEXT("CameraAttachmentArm"));
	SpringArm->AttachTo(RootComponent);
	SpringArm->RelativeRotation = FRotator(-45.0f,0.0f,0.0f);
	SpringArm->TargetArmLength = 400.0f;
	SpringArm->bEnableCameraLag = true;
	SpringArm->CameraLagSpeed = 3.0f;
	
	// Easy to create the Camera component and attach it to the built in Socket at the end of springArm
	UCameraComponent* ActualCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("ActualCamera"));
	ActualCamera->AttachTo(SpringArm, USpringArmComponent::SocketName);

	// Take control of the default player
	AutoPossessPlayer = EAutoReceiveInput::Player0;

	// creating an instance of our movement component, and telling it to update the root.
	OurMovementComponent = CreateDefaultSubobject<UCollidingPawnMovementComponent>(TEXT("CustomMovementComponent"));
	OurMovementComponent->UpdatedComponent = RootComponent;
	
	

}
开发者ID:Ali-Shery,项目名称:UE4_CodeTutorial_5,代码行数:58,代码来源:CollidingPawn.cpp

示例7:

// Sets default values
ASkateboardPawn::ASkateboardPawn()
{
	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	// Makes the first player take control of this pawn automatically
	AutoPossessPlayer = EAutoReceiveInput::Player0;
	// Create a dummy root component we can attach things to
	RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
	// Create a camera and a visible object
	UCameraComponent* Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComponent"));
	Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComponent"));

	static ConstructorHelpers::FObjectFinder<UStaticMesh>CubeVisualAsset(TEXT("/Game/skateboard"));
	if (CubeVisualAsset.Succeeded())
	{
		Mesh->SetStaticMesh(CubeVisualAsset.Object);
		Mesh->SetSimulatePhysics(true);
		//Mesh->SetMassOverrideInKg("", 100);
	}

	// Attach our camera and visible object to our root component. Offset and rotate the camera.
	Camera->AttachTo(Mesh);
	Camera->SetRelativeLocation(FVector(-450.0f, 0.0f, 450.0f));
	Camera->SetRelativeRotation(FRotator(-45.0f, 0.0f, 0.0f));
	Camera->SetWorldScale3D(FVector(1, 1, 1));
	Mesh->AttachTo(RootComponent);
}
开发者ID:jovoelcker,项目名称:SkateboardMocap,代码行数:28,代码来源:SkateboardPawn.cpp

示例8: FVector

// Sets default values
AMotherActor::AMotherActor()
{
	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	UBoxComponent* Box = CreateDefaultSubobject<UBoxComponent>(TEXT("RootComponent"));
	RootComponent = Box;
	Box->InitBoxExtent(FVector(20.0f, 20.0f, 20.0f));

	UBoxComponent* Box1 = CreateDefaultSubobject<UBoxComponent>(TEXT("Box"));
	Box1->InitBoxExtent(FVector(60.0f, 60.0f, 60.0f));
	Box1->RelativeLocation = FVector(100.0f, 0.0f, 0.0f);
	USphereComponent* SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere"));
	SphereComponent->InitSphereRadius(60.0f);
	SphereComponent->RelativeLocation = FVector(100.0f, 0.0f, 0.0f);
	UStaticMeshComponent* SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualRepresentation"));

	static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));
	if (SphereVisualAsset.Succeeded()) {
		SphereVisual->SetStaticMesh(SphereVisualAsset.Object);
		SphereVisual->SetRelativeLocation(FVector(0.0f, 0.0f, -100.0f));
		SphereVisual->SetWorldScale3D(FVector(0.8f));
	}

	Box1->AttachTo(RootComponent);
	SphereVisual->AttachTo(RootComponent);
	SphereComponent->AttachTo(RootComponent);

	UChildActorComponent * ChildActor = CreateDefaultSubobject<UChildActorComponent>(TEXT("InventoryCamera"));
	ChildActor->SetChildActorClass(AOrbitalActor::StaticClass());
	ChildActor->CreateChildActor();
	FVector position = GetActorLocation();
	ChildActor->SetRelativeTransform(FTransform(position));

}
开发者ID:Amaterasu90,项目名称:Runner,代码行数:35,代码来源:MotherActor.cpp

示例9: TEXT

// Sets default values
AHeatmapDataCollector::AHeatmapDataCollector(const FObjectInitializer& ObjectInitializer)
	:Super(ObjectInitializer)
{
	PrimaryActorTick.bCanEverTick = true;

	FString StringOfCoords = "";
	it = 0;

	Billboard = ObjectInitializer.CreateDefaultSubobject<UBillboardComponent>(this, TEXT("Billboard"));
	RootComponent = Billboard;
	static ConstructorHelpers::FObjectFinder<UTexture2D> Spalsh(TEXT("Texture2D'/Engine/EditorResources/S_NavP.S_NavP'"));
	if (Spalsh.Succeeded())
	{
		Billboard->SetSprite(Spalsh.Object);
	}

	TextComponent = ObjectInitializer.CreateDefaultSubobject<UTextRenderComponent>(this, TEXT("TextComponent"));
	TextComponent->AttachTo(RootComponent);
	TextComponent->WorldSize = 92;
	TextComponent->bHiddenInGame = false;

	PathSpline = ObjectInitializer.CreateDefaultSubobject<USplineComponent>(this, TEXT("PathSplineComponent"));

	BeamParticle = ObjectInitializer.CreateDefaultSubobject<UParticleSystem>(this, TEXT("beamParticle"));
	//BeamParticle->bAutoDeactivate = false;	
}
开发者ID:Dredfort,项目名称:TDown,代码行数:27,代码来源:HeatmapDataCollector.cpp

示例10: SphereVisualAsset

AParticle::AParticle()
	:
	m_bobHeight( 50.f ),
	m_sphereRadius(0.009f),
	m_lightIntensity(50.f)
{
	// Must turn on for floating animation
	PrimaryActorTick.bCanEverTick = false;

	// Set visual sphere as the root component
    SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("RootComponent"));
    RootComponent = SphereVisual;
	
	// NOTE - Shape_Sphere.uasset must be located in the following directory at compile time (will be automatically created for projects with starter content)
	static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));

	// Otherwise, the Shape_Sphere.uasset file must be physically located in the project's "Content" folder at compile time for it to show up
	//static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/Shape_Sphere.Shape_Sphere"));
	
	if (SphereVisualAsset.Succeeded())
    {
        SphereVisual->SetStaticMesh(SphereVisualAsset.Object);	
        SphereVisual->SetWorldScale3D(FVector(m_sphereRadius));
    }

	// Create and attach point light
	PointLight1 = CreateDefaultSubobject<UPointLightComponent>(TEXT("PointLight1"));
	PointLight1->Intensity = m_lightIntensity;
	PointLight1->bVisible = true;
	PointLight1->SetupAttachment(SphereVisual);
}
开发者ID:mister345,项目名称:WorkSamples,代码行数:31,代码来源:Particle.cpp

示例11:

VehiclePawnWrapper::VehiclePawnWrapper()
{
    static ConstructorHelpers::FObjectFinder<UParticleSystem> collision_display(TEXT("ParticleSystem'/AirSim/StarterContent/Particles/P_Explosion.P_Explosion'"));
    if (!collision_display.Succeeded())
        collision_display_template = collision_display.Object;
    else
        collision_display_template = nullptr;
}
开发者ID:Jinwei1,项目名称:AirSim,代码行数:8,代码来源:VehiclePawnWrapper.cpp

示例12: Super

UChannelledAbility::UChannelledAbility() : Super() {
	partclSystem = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("ChannelLineParticleSystem"));

	static ConstructorHelpers::FObjectFinder<UParticleSystem> ParticleSystemClass(TEXT("/Game/TopDown/Particle_Effects/AoE"));
	if (ParticleSystemClass.Succeeded()) {
		partclSystem->Template = ParticleSystemClass.Object;
		partclSystem->bAutoActivate = false;
	}
}
开发者ID:belven,项目名称:Mech_RPG,代码行数:9,代码来源:ChannelledAbility.cpp

示例13: Super

UParametricSurfaceComponent::UParametricSurfaceComponent(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
	, MaterialInterface(nullptr)
{
	static ConstructorHelpers::FObjectFinder<UMaterialInterface> MI(TEXT("MaterialInstanceConstant'/Game/Materials/M_Simple_Inst.M_Simple_Inst'"));
	if (MI.Succeeded())
	{
		MaterialInterface = MI.Object;
	}
}
开发者ID:horinoh,项目名称:UE4ParametricSurface,代码行数:10,代码来源:ParametricSurfaceComponent.cpp

示例14: Super

APickupRocketLauncher::APickupRocketLauncher(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	if (nullptr != StaticMeshComp)
	{
		static ConstructorHelpers::FObjectFinder<UStaticMesh> SM(TEXT("StaticMesh'/Game/PrototypeWeap/Prototype_RocketLauncher_Pickup.Prototype_RocketLauncher_Pickup'"));
		if (SM.Succeeded())
		{
			StaticMeshComp->SetStaticMesh(SM.Object);
		}
	}

	static ConstructorHelpers::FObjectFinder<USoundCue> SC(TEXT("SoundCue'/Game/PrototypeWeap/Sound/RocketLauncher/RL_AmmoPickup_Cue.RL_AmmoPickup_Cue'"));
	if (SC.Succeeded())
	{
		PickupSoundCue = SC.Object;
	}

	WeaponType = AWeaponRocketLauncher::StaticClass();
}
开发者ID:horinoh,项目名称:UE4Shooter,代码行数:20,代码来源:PickupRocketLauncher.cpp

示例15: Super

APickupSniperRifle::APickupSniperRifle(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	if (nullptr != StaticMeshComp)
	{
		static ConstructorHelpers::FObjectFinder<UStaticMesh> SM(TEXT("StaticMesh'/Game/PrototypeWeap/Prototype_SniperRifle_Pickup.Prototype_SniperRifle_Pickup'"));
		if (SM.Succeeded())
		{
			StaticMeshComp->SetStaticMesh(SM.Object);
		}
	}

	static ConstructorHelpers::FObjectFinder<USoundCue> SC(TEXT("SoundCue'/Game/PrototypeWeap/Sound/SniperRifle/SR_AmmoPickup01_Cue.SR_AmmoPickup01_Cue'")); //!< 02, 03 ‚à‚ ‚é
	if (SC.Succeeded())
	{
		PickupSoundCue = SC.Object;
	}

	WeaponType = AWeaponSniperRifle::StaticClass();
}
开发者ID:horinoh,项目名称:UE4Shooter,代码行数:20,代码来源:PickupSniperRifle.cpp


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