void UAkGameplayStatics::SetState( FName stateGroup, FName state ) { FAkAudioDevice * AudioDevice = FAkAudioDevice::Get(); if( AudioDevice && stateGroup.IsValid() && state.IsValid() ) { AudioDevice->SetState( *stateGroup.ToString() , *state.ToString() ); } }
void UAkGameplayStatics::SetSwitch( FName SwitchGroup, FName SwitchState, class AActor* Actor ) { if ( Actor == NULL ) { UE_LOG(LogScript, Warning, TEXT("UAkGameplayStatics::SetSwitch: NULL Actor specified!")); return; } FAkAudioDevice * AudioDevice = FAkAudioDevice::Get(); if( AudioDevice && SwitchGroup.IsValid() && SwitchState.IsValid() ) { AudioDevice->SetSwitch( *SwitchGroup.ToString(), *SwitchState.ToString(), Actor ); } }
void UAkGameplayStatics::SetRTPCValue( FName RTPC, float Value, int32 InterpolationTimeMs = 0, class AActor* Actor = NULL ) { FAkAudioDevice * AudioDevice = FAkAudioDevice::Get(); if( AudioDevice && RTPC.IsValid() ) { AudioDevice->SetRTPCValue( *RTPC.ToString(), Value, InterpolationTimeMs, Actor ); } }
void UAkGameplayStatics::PostTrigger( FName Trigger, class AActor* Actor ) { if ( Actor == NULL ) { UE_LOG(LogScript, Warning, TEXT("UAkGameplayStatics::PostTrigger: NULL Actor specified!")); return; } FAkAudioDevice * AudioDevice = FAkAudioDevice::Get(); if( AudioDevice && Trigger.IsValid() ) { AudioDevice->PostTrigger( *Trigger.ToString(), Actor ); } }
bool FSmartNameMapping::AddName(FName Name, UID& OutUid) { check(Name.IsValid()); // Check for UID overflow if(NextUid == MaxUID && FreeList.Num() == 0) { // No UIDs left UE_LOG(LogAnimation, Error, TEXT("No more UIDs left in skeleton smartname container, consider changing UID type to longer type.")); return false; } else { const UID* ExistingUid = UidMap.FindKey(Name); if(ExistingUid) { // Already present in the list OutUid = *ExistingUid; return false; } if(FreeList.Num() > 0) { // We've got some UIDs that are unused < NextUid. Use them first OutUid = FreeList.Pop(); } else { OutUid = NextUid++; } UidMap.Add(OutUid, Name); return true; } }
bool UGripMotionControllerComponent::GripComponent( UPrimitiveComponent* ComponentToGrip, const FTransform &WorldOffset, bool bWorldOffsetIsRelative, FName OptionalSnapToSocketName, TEnumAsByte<EGripCollisionType> GripCollisionType, bool bAllowSetMobility, float GripStiffness, float GripDamping, bool bTurnOffLateUpdateWhenColliding ) { if (!bIsServer || !ComponentToGrip) { UE_LOG(LogTemp, Warning, TEXT("VRGripMotionController grab function was passed an invalid or already gripped component")); return false; } // Has to be movable to work if (ComponentToGrip->Mobility != EComponentMobility::Movable) { if (bAllowSetMobility) ComponentToGrip->SetMobility(EComponentMobility::Movable); else { UE_LOG(LogTemp, Warning, TEXT("VRGripMotionController tried to grip a component set to static mobility and bAllowSetMobility is false")); return false; // It is not movable, can't grip it } } ComponentToGrip->IgnoreActorWhenMoving(this->GetOwner(), true); // So that events caused by sweep and the like will trigger correctly ComponentToGrip->AddTickPrerequisiteComponent(this); FBPActorGripInformation newActorGrip; newActorGrip.GripCollisionType = GripCollisionType; newActorGrip.Component = ComponentToGrip; if(ComponentToGrip->GetOwner()) newActorGrip.bOriginalReplicatesMovement = ComponentToGrip->GetOwner()->bReplicateMovement; newActorGrip.Stiffness = GripStiffness; newActorGrip.Damping = GripDamping; newActorGrip.bTurnOffLateUpdateWhenColliding = bTurnOffLateUpdateWhenColliding; if (OptionalSnapToSocketName.IsValid() && ComponentToGrip->DoesSocketExist(OptionalSnapToSocketName)) { // I inverse it so that laying out the sockets makes sense FTransform sockTrans = ComponentToGrip->GetSocketTransform(OptionalSnapToSocketName, ERelativeTransformSpace::RTS_Component); newActorGrip.RelativeTransform = sockTrans.Inverse(); newActorGrip.RelativeTransform.SetScale3D(ComponentToGrip->GetComponentScale()); } else if (bWorldOffsetIsRelative) newActorGrip.RelativeTransform = WorldOffset; else newActorGrip.RelativeTransform = WorldOffset.GetRelativeTransform(this->GetComponentTransform()); NotifyGrip(newActorGrip); GrippedActors.Add(newActorGrip); return true; }
void FSlateStyleRegistry::UnRegisterSlateStyle(const FName StyleSetName) { check(StyleSetName.IsValid()); SlateStyleRepository.Remove(StyleSetName); }