コード例 #1
0
ファイル: SoundWave.cpp プロジェクト: 1vanK/AHRUnrealEngine
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();
		}
	}
}
コード例 #2
0
ファイル: SoundWave.cpp プロジェクト: 1vanK/AHRUnrealEngine
void USoundWave::PostInitProperties()
{
	Super::PostInitProperties();

	if(!IsTemplate())
	{
		InvalidateCompressedData();
	}
}
コード例 #3
0
void USoundWave::PostInitProperties()
{
	Super::PostInitProperties();

	if(!IsTemplate())
	{
		InvalidateCompressedData();
	}

#if WITH_EDITORONLY_DATA
	if (!HasAnyFlags(RF_ClassDefaultObject))
	{
		AssetImportData = NewObject<UAssetImportData>(this, TEXT("AssetImportData"));
	}
#endif
}