void UPhysicsConstraintComponent::OnRegister()
{
	Super::OnRegister();

	if (SpriteComponent)
	{
		UpdateSpriteTexture();
		SpriteComponent->SpriteInfo.Category = TEXT("Physics");
		SpriteComponent->SpriteInfo.DisplayName = NSLOCTEXT( "SpriteCategory", "Physics", "Physics" );
	}
}
void UFMODAudioComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
	if (IsPlaying())
	{
		Stop();
		Play();
	}

#if WITH_EDITORONLY_DATA
	UpdateSpriteTexture();
#endif

	Super::PostEditChangeProperty(PropertyChangedEvent);
}
Example #3
0
void UAudioComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
	if (bIsActive)
	{
		// If this is an auto destroy component we need to prevent it from being auto-destroyed since we're really just restarting it
		const bool bWasAutoDestroy = bAutoDestroy;
		bAutoDestroy = false;
		Stop();
		bAutoDestroy = bWasAutoDestroy;
		Play();
	}

#if WITH_EDITORONLY_DATA
	UpdateSpriteTexture();
#endif

	Super::PostEditChangeProperty(PropertyChangedEvent);
}
void UPhysicsConstraintComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
	Super::PostEditChangeProperty(PropertyChangedEvent);
	UpdateConstraintFrames();
	UpdateSpriteTexture();
}
Example #5
0
void UAudioComponent::OnRegister()
{
	Super::OnRegister();

	UpdateSpriteTexture();
}