本文整理汇总了C++中uscriptstruct::ICppStructOps::HasSerializeFromMismatchedTag方法的典型用法代码示例。如果您正苦于以下问题:C++ ICppStructOps::HasSerializeFromMismatchedTag方法的具体用法?C++ ICppStructOps::HasSerializeFromMismatchedTag怎么用?C++ ICppStructOps::HasSerializeFromMismatchedTag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uscriptstruct::ICppStructOps
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示例1: ConvertFromType
bool UStructProperty::ConvertFromType(const FPropertyTag& Tag, FArchive& Ar, uint8* Data, UStruct* DefaultsStruct, bool& bOutAdvanceProperty)
{
bOutAdvanceProperty = false;
auto CanSerializeFromStructWithDifferentName = [](const FArchive& InAr, const FPropertyTag& PropertyTag, const UStructProperty* StructProperty)
{
if (InAr.UE4Ver() < VER_UE4_STRUCT_GUID_IN_PROPERTY_TAG)
{
// Old Implementation
return StructProperty && !StructProperty->UseBinaryOrNativeSerialization(InAr);
}
return PropertyTag.StructGuid.IsValid() && StructProperty && StructProperty->Struct && (PropertyTag.StructGuid == StructProperty->Struct->GetCustomGuid());
};
if (Struct)
{
if ((Struct->StructFlags & STRUCT_SerializeFromMismatchedTag) && (Tag.Type != NAME_StructProperty || (Tag.StructName != Struct->GetFName())) && Struct->StructFlags & STRUCT_SerializeFromMismatchedTag)
{
UScriptStruct::ICppStructOps* CppStructOps = Struct->GetCppStructOps();
check(CppStructOps && CppStructOps->HasSerializeFromMismatchedTag()); // else should not have STRUCT_SerializeFromMismatchedTag
void* DestAddress = ContainerPtrToValuePtr<void>(Data, Tag.ArrayIndex);
if (CppStructOps->SerializeFromMismatchedTag(Tag, Ar, DestAddress))
{
bOutAdvanceProperty = true;
}
else
{
UE_LOG(LogClass, Warning, TEXT("SerializeFromMismatchedTag failed: Type mismatch in %s of %s - Previous (%s) Current(StructProperty) for package: %s"), *Tag.Name.ToString(), *GetName(), *Tag.Type.ToString(), *Ar.GetArchiveName());
}
return true;
}
else if (Tag.Type == NAME_StructProperty && Tag.StructName != Struct->GetFName() && !CanSerializeFromStructWithDifferentName(Ar, Tag, this))
{
//handle Vector -> Vector4 upgrades here because using the SerializeFromMismatchedTag system would cause a dependency from Core -> CoreUObject
if (Tag.StructName == NAME_Vector && Struct->GetFName() == NAME_Vector4)
{
void* DestAddress = ContainerPtrToValuePtr<void>(Data, Tag.ArrayIndex);
FVector OldValue;
Ar << OldValue;
//only set X/Y/Z. The W should already have been set to the property specific default and we don't want to trash it by forcing 0 or 1.
FVector4* DestValue = (FVector4*)DestAddress;
DestValue->X = OldValue.X;
DestValue->Y = OldValue.Y;
DestValue->Z = OldValue.Z;
}
else
{
UE_LOG(LogClass, Warning, TEXT("Property %s of %s has a struct type mismatch (tag %s != prop %s) in package: %s. If that struct got renamed, add an entry to ActiveStructRedirects."),
*Tag.Name.ToString(), *GetName(), *Tag.StructName.ToString(), *Struct->GetName(), *Ar.GetArchiveName());
}
return true;
}
}
return false;
}