但是当你去阅读代码时,你会发现runtime下(去除WITH_EDITOR和WITH_EDITORONLY_DATA)UBlueprint中并没...
} #endif // WITH_EDITORONLY_DATA CharacterMovement = CreateDefaultSubobject<UCharacterMovementComponent>(ACharacter::CharacterMovementComponentName); if (CharacterMovement) { CharacterMovement->UpdatedComponent = CapsuleComponent; } RecalculateCrouchedEyeHeight(); Mesh = CreateOptionalDefaultSubobject<USkelet...
virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override; #endif //~End of UObject interface //~UPrimaryDataAsset interface #if WITH_EDITORONLY_DATA virtual void UpdateAssetBundleData() override; #endif //~End of UPrimaryDataAsset interface public: // List of...
LaunchModuleName = "ASlateLearning"; bBuildDeveloperTools = false; bool bDebugOrDevelopment = Target.Configuration == UnrealTargetConfiguration.Debug || Target.Configuration == UnrealTargetConfiguration.Development; //bBuildWithEditorOnlyData = Target.Platform.IsInGroup(UnrealPlatformGroup.Desktop) && bD...
public:// 网格卡片构建数据和ID.FMeshCardsBuildData MeshCardsBuildData; FCardRepresentationDataId CardRepresentationDataId; (...)#ifWITH_EDITORONLY_DATA// 缓存卡片代表的数据.voidCacheDerivedData(constFString& InDDCKey,constITargetPlatform* TargetPlatform, UStaticMesh* Mesh, UStaticMesh* GenerateSource,...
string GetSaveDataName(int idx) { return "savedata"..to_string(idx); } //存档至编号X void SaveGame(int idx) { auto save = SerializeSaveData(); auto fileName = GetSaveDataName(idx); auto f = fopen(fileName.c_str(), "w+"); ...
#if WITH_EDITORONLY_DATA UAnimBlueprint* AnimBlueprint = Context.AnimInstanceProxy->GetAnimBlueprint(); UAnimBlueprintGeneratedClass* AnimClass = AnimBlueprint ? AnimBlueprint->GetAnimBlueprintGeneratedClass() : nullptr; const UObject* RequesterNode = AnimClass ? AnimClass->GetVisualNodeFromNode...
在初始化线程池的时候其实还分了是否处在编辑器中,以下代码是WITH_EDITOR 0的情况 // FEngineLoop::PreInitPreStartupScreen// 全局线程池指针GThreadPool = FQueuedThreadPool::Allocate(); int32 NumThreadsInThreadPool = FPlatformMisc::NumberOfWorkerThreadsToSpawn();// we are only going to give dedic...
switching only need to be implemented in scene design, and playback control personnel does not need to care about the implementation method to achieve the most simplified safe playback. It supports real-time rendering of 3D objects, 3D texts, 3D images and 3D curves, and can make real-time...
//检测函数//OwnerPropertyRecorder.hUFUNCTION()boolCheckPropertyIsExportable(constuint64&TargetFlags);//OwnerPropertyRecorder.cppboolUOwnerPropertyRecorder::CheckPropertyIsExportable(constuint64&TargetFlags){if(TargetFlags&CPF_DisableEditOnInstance||TargetFlags&CPF_Transient||TargetFlags&CPF_EditorOnly||!Target...