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C++ ICppStructOps::HasSerializeFromMismatchedTag方法代码示例

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uscriptstruct::ICppStructOps的用法示例。


在下文中一共展示了ICppStructOps::HasSerializeFromMismatchedTag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: 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;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:57,代码来源:PropertyStruct.cpp


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