Beispiel #1
2
UActorComponent* AActor::AddComponent(FName TemplateName, bool bManualAttachment, const FTransform& RelativeTransform, const UObject* ComponentTemplateContext)
{
	UActorComponent* Template = nullptr;
	UBlueprintGeneratedClass* BlueprintGeneratedClass = Cast<UBlueprintGeneratedClass>((ComponentTemplateContext != nullptr) ? ComponentTemplateContext->GetClass() : GetClass());
	while(BlueprintGeneratedClass != nullptr)
	{
		Template = BlueprintGeneratedClass->FindComponentTemplateByName(TemplateName);
		if(nullptr != Template)
		{
			break;
		}
		BlueprintGeneratedClass = Cast<UBlueprintGeneratedClass>(BlueprintGeneratedClass->GetSuperClass());
	}

	bool bIsSceneComponent = false;
	UActorComponent* NewActorComp = CreateComponentFromTemplate(Template);
	if(NewActorComp != nullptr)
	{
		// Call function to notify component it has been created
		NewActorComp->OnComponentCreated();
		
		// The user has the option of doing attachment manually where they have complete control or via the automatic rule
		// that the first component added becomes the root component, with subsequent components attached to the root.
		USceneComponent* NewSceneComp = Cast<USceneComponent>(NewActorComp);
		if(NewSceneComp != nullptr)
		{
			if (!bManualAttachment)
			{
				if (RootComponent == nullptr)
				{
					RootComponent = NewSceneComp;
				}
				else
				{
					NewSceneComp->AttachTo(RootComponent);
				}
			}

			NewSceneComp->SetRelativeTransform(RelativeTransform);

			bIsSceneComponent = true;
		}

		// Register component, which will create physics/rendering state, now component is in correct position
		NewActorComp->RegisterComponent();

		UWorld* World = GetWorld();
		if (!bRunningUserConstructionScript && World && bIsSceneComponent)
		{
			UPrimitiveComponent* NewPrimitiveComponent = Cast<UPrimitiveComponent>(NewActorComp);
			if (NewPrimitiveComponent && ACullDistanceVolume::CanBeAffectedByVolumes(NewPrimitiveComponent))
			{
				World->UpdateCullDistanceVolumes(this, NewPrimitiveComponent);
			}
		}
	}

	return NewActorComp;
}
UActorComponent* AActor::AddComponent(FName TemplateName, bool bManualAttachment, const FTransform& RelativeTransform, const UObject* ComponentTemplateContext)
{
	UActorComponent* Template = NULL;
	UBlueprintGeneratedClass* BlueprintGeneratedClass = Cast<UBlueprintGeneratedClass>((ComponentTemplateContext != NULL) ? ComponentTemplateContext->GetClass() : GetClass());
	while(BlueprintGeneratedClass != NULL)
	{
		Template = BlueprintGeneratedClass->FindComponentTemplateByName(TemplateName);
		if(NULL != Template)
		{
			break;
		}
		BlueprintGeneratedClass = Cast<UBlueprintGeneratedClass>(BlueprintGeneratedClass->GetSuperClass());
	}

	UActorComponent* NewActorComp = CreateComponentFromTemplate(Template);
	if(NewActorComp != NULL)
	{
		// The user has the option of doing attachment manually where they have complete control or via the automatic rule
		// that the first component added becomes the root component, with subsequent components attached to the root.
		USceneComponent* NewSceneComp = Cast<USceneComponent>(NewActorComp);
		bool bDeferRegisterStaticComponent = false;
		EComponentMobility::Type OriginalMobility = EComponentMobility::Movable;

		if(NewSceneComp != NULL)
		{
			// Components with Mobility set to EComponentMobility::Static or EComponentMobility::Stationary can't be properly set up in UCS (all changes will be rejected
			// due to EComponentMobility::Static flag) so we're going to temporarily change the flag and defer the registration until UCS has finished.
			bDeferRegisterStaticComponent = bRunningUserConstructionScript && NewSceneComp->Mobility != EComponentMobility::Movable;
			OriginalMobility = NewSceneComp->Mobility;
			if (bDeferRegisterStaticComponent)
			{
				NewSceneComp->Mobility = EComponentMobility::Movable;
			}

			if (!bManualAttachment)
			{
				if (RootComponent == NULL)
				{
					RootComponent = NewSceneComp;
				}
				else
				{
					NewSceneComp->AttachTo(RootComponent);
				}
			}

			NewSceneComp->SetRelativeTransform(RelativeTransform);
		}

		// Call function to notify component it has been created
		NewActorComp->OnComponentCreated();

		if (bDeferRegisterStaticComponent)
		{
			// Defer registration until after UCS has completed.
			FDeferRegisterStaticComponents::Get().DeferStaticComponent(this, NewSceneComp, OriginalMobility);
		}
		else
		{
			// Register component, which will create physics/rendering state, now component is in correct position
			NewActorComp->RegisterComponent();
		}
	}

	return NewActorComp;
}