本文整理汇总了C++中UProperty类的典型用法代码示例。如果您正苦于以下问题:C++ UProperty类的具体用法?C++ UProperty怎么用?C++ UProperty使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了UProperty类的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: FindChildPropertyNode
/**
* Finds a child property node from the provided parent node (does not recurse into grandchildren)
*
* @param InParentNode The parent node to locate the child from
* @param PropertyName The property name to find
* @param Index The index of the property if its in an array
*/
static TSharedPtr<FPropertyNode> FindChildPropertyNode( FPropertyNode& InParentNode, const FString& PropertyName, int32 Index )
{
TSharedPtr<FPropertyNode> FoundNode(NULL);
// search each child for a property with the provided name
for( int32 ChildIndex = 0; ChildIndex < InParentNode.GetNumChildNodes(); ++ChildIndex )
{
TSharedPtr<FPropertyNode>& ChildNode = InParentNode.GetChildNode(ChildIndex);
UProperty* Property = ChildNode->GetProperty();
if( Property && Property->GetFName() == *PropertyName )
{
FoundNode = ChildNode;
break;
}
}
// Find the array element.
if( FoundNode.IsValid() && Index != INDEX_NONE )
{
// The found node is the top array so get its child which is the actual node
FoundNode = FoundNode->GetChildNode( Index );
}
return FoundNode;
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:32,代码来源:DetailLayoutBuilderImpl.cpp
示例2: IsPropertyExtendable
bool FDetailWidgetExtensionHandler::IsPropertyExtendable(const UClass* InObjectClass, const IPropertyHandle& InPropertyHandle) const
{
// TODO UMG make this work for multiple widgets.
if ( InPropertyHandle.GetNumOuterObjects() == 1 )
{
TArray<UObject*> Objects;
InPropertyHandle.GetOuterObjects(Objects);
// We don't allow bindings on the CDO.
if ( Objects[0]->HasAnyFlags(RF_ClassDefaultObject) )
{
return false;
}
UProperty* Property = InPropertyHandle.GetProperty();
FString DelegateName = Property->GetName() + "Delegate";
if ( UClass* ContainerClass = Cast<UClass>(Property->GetOuter()) )
{
UDelegateProperty* DelegateProperty = FindField<UDelegateProperty>(ContainerClass, FName(*DelegateName));
if ( DelegateProperty )
{
return true;
}
}
}
return false;
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:29,代码来源:DetailWidgetExtensionHandler.cpp
示例3: GetOwnerStruct
void UUserDefinedStructEditorData::RecreateDefaultInstance(FString* OutLog)
{
UStruct* ScriptStruct = GetOwnerStruct();
DefaultStructInstance.Recreate(ScriptStruct);
uint8* StructData = DefaultStructInstance.GetStructMemory();
ensure(DefaultStructInstance.IsValid() && DefaultStructInstance.GetStruct() == ScriptStruct);
if (DefaultStructInstance.IsValid() && StructData && ScriptStruct)
{
DefaultStructInstance.SetPackage(ScriptStruct->GetOutermost());
for (TFieldIterator<UProperty> It(ScriptStruct); It; ++It)
{
UProperty* Property = *It;
if (Property)
{
auto VarDesc = VariablesDescriptions.FindByPredicate(FStructureEditorUtils::FFindByNameHelper<FStructVariableDescription>(Property->GetFName()));
if (VarDesc && !VarDesc->CurrentDefaultValue.IsEmpty())
{
if (!FBlueprintEditorUtils::PropertyValueFromString(Property, VarDesc->CurrentDefaultValue, StructData))
{
const FString Message = FString::Printf(TEXT("Cannot parse value. Property: %s String: \"%s\" ")
, (Property ? *Property->GetDisplayNameText().ToString() : TEXT("None"))
, *VarDesc->CurrentDefaultValue);
UE_LOG(LogClass, Warning, TEXT("UUserDefinedStructEditorData::RecreateDefaultInstance %s Struct: %s "), *Message, *GetPathNameSafe(ScriptStruct));
if (OutLog)
{
OutLog->Append(Message);
}
}
}
}
}
}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:34,代码来源:UserDefinedStructEditorData.cpp
示例4: SynchronizeProperties
void UCanvasPanelSlot::PostEditChangeChainProperty(struct FPropertyChangedChainEvent& PropertyChangedEvent)
{
SynchronizeProperties();
static FName AnchorsProperty(TEXT("Anchors"));
FEditPropertyChain::TDoubleLinkedListNode* AnchorNode = PropertyChangedEvent.PropertyChain.GetHead()->GetNextNode();
if ( !AnchorNode )
{
return;
}
FEditPropertyChain::TDoubleLinkedListNode* LayoutDataNode = AnchorNode->GetNextNode();
if ( !LayoutDataNode )
{
return;
}
UProperty* AnchorProperty = LayoutDataNode->GetValue();
if ( AnchorProperty && AnchorProperty->GetFName() == AnchorsProperty )
{
RebaseLayout();
}
Super::PostEditChangeProperty(PropertyChangedEvent);
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:28,代码来源:CanvasPanelSlot.cpp
示例5: while
/** Finds a property by name, starting in the specified scope; Validates property type and returns NULL along with emitting an error if there is a mismatch. */
UProperty* FKismetCompilerUtilities::FindPropertyInScope(UStruct* Scope, UEdGraphPin* Pin, FCompilerResultsLog& MessageLog, const UEdGraphSchema_K2* Schema, UClass* SelfClass)
{
while (Scope != NULL)
{
for (TFieldIterator<UProperty> It(Scope, EFieldIteratorFlags::IncludeSuper); It; ++It)
{
UProperty* Property = *It;
if (Property->GetName() == Pin->PinName)
{
if (FKismetCompilerUtilities::IsTypeCompatibleWithProperty(Pin, Property, MessageLog, Schema, SelfClass))
{
return Property;
}
else
{
// Exit now, we found one with the right name but the type mismatched (and there was a type mismatch error)
return NULL;
}
}
}
// Functions don't automatically check their class when using a field iterator
UFunction* Function = Cast<UFunction>(Scope);
Scope = (Function != NULL) ? Cast<UStruct>(Function->GetOuter()) : NULL;
}
// Couldn't find the name
MessageLog.Error(*LOCTEXT("PropertyNotFound_Error", "The property associated with @@ could not be found").ToString(), Pin);
return NULL;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:32,代码来源:KismetCompilerMisc.cpp
示例6: ResolveAndRegisterScopedTerm
void FNodeHandlingFunctor::ResolveAndRegisterScopedTerm(FKismetFunctionContext& Context, UEdGraphPin* Net, TIndirectArray<FBPTerminal>& NetArray)
{
// Determine the scope this takes place in
UStruct* SearchScope = Context.Function;
UEdGraphPin* SelfPin = CompilerContext.GetSchema()->FindSelfPin(*(Net->GetOwningNode()), EGPD_Input);
if (SelfPin != NULL)
{
SearchScope = Context.GetScopeFromPinType(SelfPin->PinType, Context.NewClass);
}
// Find the variable in the search scope
UProperty* BoundProperty = FKismetCompilerUtilities::FindPropertyInScope(SearchScope, Net, CompilerContext.MessageLog, CompilerContext.GetSchema(), Context.NewClass);
if (BoundProperty != NULL)
{
// Create the term in the list
FBPTerminal* Term = new (NetArray) FBPTerminal();
Term->CopyFromPin(Net, Net->PinName);
Term->AssociatedVarProperty = BoundProperty;
Context.NetMap.Add(Net, Term);
// Read-only variables and variables in const classes are both const
if (BoundProperty->HasAnyPropertyFlags(CPF_BlueprintReadOnly) || Context.IsConstFunction())
{
Term->bIsConst = true;
}
// Resolve the context term
if (SelfPin != NULL)
{
FBPTerminal** pContextTerm = Context.NetMap.Find(FEdGraphUtilities::GetNetFromPin(SelfPin));
Term->Context = (pContextTerm != NULL) ? *pContextTerm : NULL;
}
}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:35,代码来源:KismetCompilerMisc.cpp
示例7: FFuzzyPathMatcher
void UGatherTextFromMetaDataCommandlet::GatherTextFromUObjects(const TArray<FString>& IncludePaths, const TArray<FString>& ExcludePaths, const FGatherParameters& Arguments)
{
const FFuzzyPathMatcher FuzzyPathMatcher = FFuzzyPathMatcher(IncludePaths, ExcludePaths);
for(TObjectIterator<UField> It; It; ++It)
{
// Skip editor-only properties if we're not gathering for editor-only data.
UProperty* Property = Cast<UProperty>(*It);
if (Property && !ShouldGatherFromEditorOnlyData && Property->HasAnyPropertyFlags(CPF_EditorOnly))
{
continue;
}
FString SourceFilePath;
FSourceCodeNavigation::FindClassHeaderPath(*It, SourceFilePath);
SourceFilePath = FPaths::ConvertRelativePathToFull(SourceFilePath);
check(!SourceFilePath.IsEmpty());
const FFuzzyPathMatcher::EPathMatch PathMatch = FuzzyPathMatcher.TestPath(SourceFilePath);
if (PathMatch != FFuzzyPathMatcher::Included)
{
continue;
}
GatherTextFromUObject(*It, Arguments);
}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:28,代码来源:GatherTextFromMetadataCommandlet.cpp
示例8: GetVarDescByGuid
bool FStructureEditorUtils::Change3dWidgetEnabled(UUserDefinedStruct* Struct, FGuid VarGuid, bool bIsEnabled)
{
FStructVariableDescription* VarDesc = GetVarDescByGuid(Struct, VarGuid);
if (!VarDesc)
{
return false;
}
const UStruct* PropertyStruct = Cast<const UStruct>(VarDesc->SubCategoryObject.Get());
if (FEdMode::CanCreateWidgetForStructure(PropertyStruct) && (VarDesc->bEnable3dWidget != bIsEnabled))
{
const FScopedTransaction Transaction(LOCTEXT("Change3dWidgetEnabled", "Change 3d Widget Enabled"));
ModifyStructData(Struct);
VarDesc->bEnable3dWidget = bIsEnabled;
UProperty* Property = FindField<UProperty>(Struct, VarDesc->VarName);
if (Property)
{
if (VarDesc->bEnable3dWidget)
{
Property->SetMetaData(FEdMode::MD_MakeEditWidget, TEXT("true"));
}
else
{
Property->RemoveMetaData(FEdMode::MD_MakeEditWidget);
}
}
return true;
}
return false;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:31,代码来源:StructureEditorUtils.cpp
示例9: UTF8_TO_TCHAR
static UProperty *get_field_from_name(UScriptStruct *u_struct, char *name)
{
FString attr = UTF8_TO_TCHAR(name);
UProperty *u_property = u_struct->FindPropertyByName(FName(*attr));
if (u_property)
return u_property;
#if WITH_EDITOR
static const FName DisplayNameKey(TEXT("DisplayName"));
// if the property is not found, attempt to search for DisplayName
for (TFieldIterator<UProperty> prop(u_struct); prop; ++prop)
{
UProperty *property = *prop;
if (property->HasMetaData(DisplayNameKey))
{
FString display_name = property->GetMetaData(DisplayNameKey);
if (display_name.Len() > 0 && attr.Equals(display_name))
{
return property;
}
}
}
#endif
return nullptr;
}
开发者ID:rdsgautier,项目名称:UnrealEnginePython,代码行数:27,代码来源:UEPyUScriptStruct.cpp
示例10: GetKeyablePropertyPaths
void GetKeyablePropertyPaths(UClass* Class, UStruct* PropertySource, TArray<UProperty*>& PropertyPath, FSequencer& Sequencer, TArray<TArray<UProperty*>>& KeyablePropertyPaths)
{
//@todo need to resolve this between UMG and the level editor sequencer
const bool bRecurseAllProperties = Sequencer.IsLevelEditorSequencer();
for (TFieldIterator<UProperty> PropertyIterator(PropertySource); PropertyIterator; ++PropertyIterator)
{
UProperty* Property = *PropertyIterator;
if (Property && !Property->HasAnyPropertyFlags(CPF_Deprecated))
{
PropertyPath.Add(Property);
bool bIsPropertyKeyable = Sequencer.CanKeyProperty(FCanKeyPropertyParams(Class, PropertyPath));
if (bIsPropertyKeyable)
{
KeyablePropertyPaths.Add(PropertyPath);
}
if (!bIsPropertyKeyable || bRecurseAllProperties)
{
UStructProperty* StructProperty = Cast<UStructProperty>(Property);
if (StructProperty != nullptr)
{
GetKeyablePropertyPaths(Class, StructProperty->Struct, PropertyPath, Sequencer, KeyablePropertyPaths);
}
}
PropertyPath.RemoveAt(PropertyPath.Num() - 1);
}
}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:32,代码来源:SequencerObjectBindingNode.cpp
示例11: check
void UNavAreaMeta_SwitchByAgent::UpdateAgentConfig()
{
Super::UpdateAgentConfig();
const UNavigationSystem* DefNavSys = (UNavigationSystem*)(UNavigationSystem::StaticClass()->GetDefaultObject());
check(DefNavSys);
const int32 MaxAllowedAgents = 16;
const int32 NumAgents = FMath::Min(DefNavSys->GetSupportedAgents().Num(), MaxAllowedAgents);
if (DefNavSys->GetSupportedAgents().Num() > MaxAllowedAgents)
{
UE_LOG(LogNavigation, Error, TEXT("Navigation system supports %d agents, but only %d can be shown in %s properties!"),
DefNavSys->GetSupportedAgents().Num(), MaxAllowedAgents, *GetClass()->GetName());
}
const FString CustomNameMeta = TEXT("DisplayName");
for (int32 i = 0; i < MaxAllowedAgents; i++)
{
const FString PropName = FString::Printf(TEXT("Agent%dArea"), i);
UProperty* Prop = FindField<UProperty>(UNavAreaMeta_SwitchByAgent::StaticClass(), *PropName);
check(Prop);
if (i < NumAgents && NumAgents > 1)
{
Prop->SetPropertyFlags(CPF_Edit);
Prop->SetMetaData(*CustomNameMeta, *FString::Printf(TEXT("Area Class for: %s"), *DefNavSys->GetSupportedAgents()[i].Name.ToString()));
}
else
{
Prop->ClearPropertyFlags(CPF_Edit);
}
}
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:33,代码来源:NavAreaMeta_SwitchByAgent.cpp
示例12: ScanForChanges
/**
* Scans for changes to the value
*
* @param bRecacheNewValues If true, recaches new values found
* @return true if any changes were found
*/
bool ScanForChanges( bool bRecacheNewValues )
{
FPropertyNode& PropertyNodeRef = *PropertyNode.Pin();
UProperty* Property = PropertyNodeRef.GetProperty();
bool bPropertyValid = true;
bool bChanged = false;
UArrayProperty* OuterArrayProperty = Cast<UArrayProperty>( Property->GetOuter() );
if ( OuterArrayProperty != NULL )
{
// make sure we're not trying to compare against an element that doesn't exist
if ( PropertyNodeRef.GetArrayIndex() >= FScriptArrayHelper::Num( PropertyValueBaseAddress ) )
{
bPropertyValid = false;
}
}
if( bPropertyValid )
{
bChanged = !Property->Identical( PropertyValueAddress, Data.GetData() );
if( bRecacheNewValues )
{
CacheValue();
}
}
return bChanged;
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:35,代码来源:PropertyChangeListener.cpp
示例13: ImportConsoleVariableValues
void UDeveloperSettings::ImportConsoleVariableValues()
{
for (UProperty* Property = GetClass()->PropertyLink; Property; Property = Property->PropertyLinkNext)
{
if (!Property->HasAnyPropertyFlags(CPF_Config))
{
continue;
}
FString CVarName = Property->GetMetaData(DeveloperSettingsConsoleVariableMetaFName);
if (!CVarName.IsEmpty())
{
IConsoleVariable* CVar = IConsoleManager::Get().FindConsoleVariable(*CVarName);
if (CVar)
{
if (Property->ImportText(*CVar->GetString(), Property->ContainerPtrToValuePtr<uint8>(this, 0), PPF_ConsoleVariable, this) == NULL)
{
UE_LOG(LogTemp, Error, TEXT("%s import failed for %s on console variable %s (=%s)"), *GetClass()->GetName(), *Property->GetName(), *CVarName, *CVar->GetString());
}
}
else
{
UE_LOG(LogTemp, Fatal, TEXT("%s failed to find console variable %s for %s"), *GetClass()->GetName(), *CVarName, *Property->GetName());
}
}
}
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:27,代码来源:DeveloperSettings.cpp
示例14: CollectBlackboardSelectors
void CollectBlackboardSelectors(const UObject* Ob, const UClass* StopAtClass, TArray<FName>& KeyNames)
{
for (UProperty* TestProperty = Ob->GetClass()->PropertyLink; TestProperty; TestProperty = TestProperty->PropertyLinkNext)
{
// stop when reaching base class
if (TestProperty->GetOuter() == StopAtClass)
{
break;
}
// skip properties without any setup data
if (TestProperty->HasAnyPropertyFlags(CPF_Transient) ||
TestProperty->HasAnyPropertyFlags(CPF_DisableEditOnInstance))
{
continue;
}
const UStructProperty* StructProp = Cast<const UStructProperty>(TestProperty);
if (StructProp && StructProp->GetCPPType(NULL, CPPF_None).Contains(GET_STRUCT_NAME_CHECKED(FBlackboardKeySelector)))
{
const FBlackboardKeySelector* PropData = TestProperty->ContainerPtrToValuePtr<FBlackboardKeySelector>(Ob);
KeyNames.AddUnique(PropData->SelectedKeyName);
}
}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:25,代码来源:BlueprintNodeHelpers.cpp
示例15: CreatePin
bool UK2Node::CreatePinsForFunctionEntryExit(const UFunction* Function, bool bForFunctionEntry)
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
// Create the inputs and outputs
bool bAllPinsGood = true;
for (TFieldIterator<UProperty> PropIt(Function); PropIt && (PropIt->PropertyFlags & CPF_Parm); ++PropIt)
{
UProperty* Param = *PropIt;
const bool bIsFunctionInput = !Param->HasAnyPropertyFlags(CPF_OutParm) || Param->HasAnyPropertyFlags(CPF_ReferenceParm);
if (bIsFunctionInput == bForFunctionEntry)
{
const EEdGraphPinDirection Direction = bForFunctionEntry ? EGPD_Output : EGPD_Input;
UEdGraphPin* Pin = CreatePin(Direction, TEXT(""), TEXT(""), NULL, false, false, Param->GetName());
const bool bPinGood = K2Schema->ConvertPropertyToPinType(Param, /*out*/ Pin->PinType);
K2Schema->SetPinDefaultValueBasedOnType(Pin);
UK2Node_CallFunction::GeneratePinTooltipFromFunction(*Pin, Function);
bAllPinsGood = bAllPinsGood && bPinGood;
}
}
return bAllPinsGood;
}
开发者ID:mysheng8,项目名称:UnrealEngine,代码行数:28,代码来源:K2Node.cpp
示例16: TEXT
uint8* UAnimSequenceBase::FindNotifyPropertyData(int32 NotifyIndex, UArrayProperty*& ArrayProperty)
{
// initialize to NULL
ArrayProperty = NULL;
if(Notifies.IsValidIndex(NotifyIndex))
{
// find Notifies property start point
UProperty* Property = FindField<UProperty>(GetClass(), TEXT("Notifies"));
// found it and if it is array
if(Property && Property->IsA(UArrayProperty::StaticClass()))
{
// find Property Value from UObject we got
uint8* PropertyValue = Property->ContainerPtrToValuePtr<uint8>(this);
// it is array, so now get ArrayHelper and find the raw ptr of the data
ArrayProperty = CastChecked<UArrayProperty>(Property);
FScriptArrayHelper ArrayHelper(ArrayProperty, PropertyValue);
if(ArrayProperty->Inner && NotifyIndex < ArrayHelper.Num())
{
//Get property data based on selected index
return ArrayHelper.GetRawPtr(NotifyIndex);
}
}
}
return NULL;
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:29,代码来源:AnimSequenceBase.cpp
示例17: FName
void USoundWave::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
static FName CompressionQualityFName = FName( TEXT( "CompressionQuality" ) );
static FName StreamingFName = GET_MEMBER_NAME_CHECKED(USoundWave, bStreaming);
// Prevent constant re-compression of SoundWave while properties are being changed interactively
if (PropertyChangedEvent.ChangeType != EPropertyChangeType::Interactive)
{
UProperty* PropertyThatChanged = PropertyChangedEvent.Property;
// Regenerate on save any compressed sound formats
if ( PropertyThatChanged && PropertyThatChanged->GetFName() == CompressionQualityFName )
{
InvalidateCompressedData();
FreeResources();
UpdatePlatformData();
MarkPackageDirty();
}
else if (PropertyThatChanged && PropertyThatChanged->GetFName() == StreamingFName)
{
FreeResources();
UpdatePlatformData();
MarkPackageDirty();
}
}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:27,代码来源:SoundWave.cpp
示例18: PropertyEditConditions
FPropertyEditor::FPropertyEditor( const TSharedRef<FPropertyNode>& InPropertyNode, const TSharedRef<IPropertyUtilities>& InPropertyUtilities )
: PropertyEditConditions()
, PropertyHandle( NULL )
, PropertyNode( InPropertyNode )
, PropertyUtilities( InPropertyUtilities )
, EditConditionProperty( NULL )
{
// FPropertyEditor isn't built to handle CategoryNodes
check( InPropertyNode->AsCategoryNode() == NULL );
UProperty* Property = InPropertyNode->GetProperty();
if( Property )
{
//see if the property supports some kind of edit condition and this isn't the "parent" property of a static array
const bool bStaticArray = Property->ArrayDim > 1 && InPropertyNode->GetArrayIndex() == INDEX_NONE;
if ( Property->HasMetaData( TEXT( "EditCondition" ) ) && !bStaticArray )
{
if ( !GetEditConditionPropertyAddress( /*OUT*/EditConditionProperty, *InPropertyNode, PropertyEditConditions ) )
{
EditConditionProperty = NULL;
}
}
}
PropertyHandle = PropertyEditorHelpers::GetPropertyHandle( InPropertyNode, PropertyUtilities->GetNotifyHook(), PropertyUtilities );
check( PropertyHandle.IsValid() && PropertyHandle->IsValidHandle() );
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:29,代码来源:PropertyEditor.cpp
示例19: Destroy
void FOnlineAsyncMsgSteam::Destroy()
{
if (ResponseBuffer)
{
UFunction* Function = (*ResponseMessage)->OwnerFunc.Get();
if (Function)
{
// Destroy the parameters.
// warning: highly dependent on UObject::ProcessEvent freeing of parms!
for(UProperty* Destruct = Function->DestructorLink; Destruct; Destruct = Destruct->DestructorLinkNext)
{
if(Destruct->IsInContainer(Function->ParmsSize))
{
Destruct->DestroyValue_InContainer(ResponseBuffer);
}
}
}
else
{
UE_LOG_ONLINE(Warning, TEXT("MsgDestroy: UFunction missing, unable to free buffer."));
}
delete [] ResponseBuffer;
ResponseBuffer = NULL;
}
GProtoPool.ReturnToPool(Message);
GProtoPool.ReturnToPool(ResponseMessage);
ActorPtr = NULL;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:30,代码来源:OnlineMsgSteam.cpp
示例20: PostEditChangeProperty
void UParticleModuleTypeDataRibbon::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
UProperty* PropertyThatChanged = PropertyChangedEvent.Property;
if (PropertyThatChanged && PropertyThatChanged->GetName() == TEXT("MaxTessellationBetweenParticles"))
{
if (MaxTessellationBetweenParticles < 0)
{
MaxTessellationBetweenParticles = 0;
}
}
else if (PropertyThatChanged && PropertyThatChanged->GetName() == TEXT("SheetsPerTrail"))
{
if (SheetsPerTrail <= 0)
{
SheetsPerTrail = 1;
}
}
else if (PropertyThatChanged && PropertyThatChanged->GetName() == TEXT("MaxTrailCount"))
{
if (MaxTrailCount <= 0)
{
MaxTrailCount = 1;
}
}
else if (PropertyThatChanged && PropertyThatChanged->GetName() == TEXT("MaxParticleInTrailCount"))
{
if (MaxParticleInTrailCount < 0)
{
MaxParticleInTrailCount = 0;
}
}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:34,代码来源:ParticleTrailModules.cpp
注:本文中的UProperty类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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