コード例 #1
0
ファイル: ActorEditor.cpp プロジェクト: Foreven/Unreal4-1
void AActor::PreEditChange(UProperty* PropertyThatWillChange)
{
	Super::PreEditChange(PropertyThatWillChange);

	if ( ReregisterComponentsWhenModified() )
	{
		UnregisterAllComponents();
	}
}
コード例 #2
0
void AActor::PreEditChange(UProperty* PropertyThatWillChange)
{
	Super::PreEditChange(PropertyThatWillChange);

	UObjectProperty* ObjProp = Cast<UObjectProperty>(PropertyThatWillChange);
	UBlueprintGeneratedClass* BPGC = Cast<UBlueprintGeneratedClass>(GetClass());
	if ( BPGC != nullptr && ObjProp != nullptr )
	{
		BPGC->UnbindDynamicDelegatesForProperty(this, ObjProp);
	}

	if ( ReregisterComponentsWhenModified() )
	{
		UnregisterAllComponents();
	}
}
コード例 #3
0
void AActor::PreEditChange(UProperty* PropertyThatWillChange)
{
	Super::PreEditChange(PropertyThatWillChange);

	UObjectProperty* ObjProp = Cast<UObjectProperty>(PropertyThatWillChange);
	UBlueprintGeneratedClass* BPGC = Cast<UBlueprintGeneratedClass>(GetClass());
	if ( BPGC != nullptr && ObjProp != nullptr )
	{
		BPGC->UnbindDynamicDelegatesForProperty(this, ObjProp);
	}

	// During SIE, allow components to be unregistered here, and then reregistered and reconstructed in PostEditChangeProperty.
	if ((GEditor && GEditor->bIsSimulatingInEditor) || ReregisterComponentsWhenModified())
	{
		UnregisterAllComponents();
	}
}
コード例 #4
0
void AActor::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
	UProperty* PropertyThatChanged = PropertyChangedEvent.Property;
	FName PropertyName = PropertyThatChanged != NULL ? PropertyThatChanged->GetFName() : NAME_None;
	
	const bool bTransformationChanged = (PropertyName == Name_RelativeLocation || PropertyName == Name_RelativeRotation || PropertyName == Name_RelativeScale3D);

	// During SIE, allow components to reregistered and reconstructed in PostEditChangeProperty.
	// This is essential as construction is deferred during spawning / duplication when in SIE.
	if ((GEditor && GEditor->bIsSimulatingInEditor) || ReregisterComponentsWhenModified())
	{
		// In the Undo case we have an annotation storing information about constructed components and we do not want
		// to improperly apply out of date changes so we need to skip registration of all blueprint created components
		// and defer instance components attached to them until after rerun
		if (CurrentTransactionAnnotation.IsValid())
		{
			UnregisterAllComponents();

			TInlineComponentArray<UActorComponent*> Components;
			GetComponents(Components);

			Components.Sort([](UActorComponent& A, UActorComponent& B)
			{
				if (&B == B.GetOwner()->GetRootComponent())
				{
					return false;
				}
				if (USceneComponent* ASC = Cast<USceneComponent>(&A))
				{
					if (ASC->GetAttachParent() == &B)
					{
						return false;
					}
				}
				return true;
			});

			bool bRequiresReregister = false;
			for (UActorComponent* Component : Components)
			{
				if (Component->CreationMethod == EComponentCreationMethod::Native)
				{
					Component->RegisterComponent();
				}
				else if (Component->CreationMethod == EComponentCreationMethod::Instance)
				{
					USceneComponent* SC = Cast<USceneComponent>(Component);
					if (SC == nullptr || SC == RootComponent || (SC->GetAttachParent() && SC->GetAttachParent()->IsRegistered()))
					{
						Component->RegisterComponent();
					}
					else
					{
						bRequiresReregister = true;
					}
				}
				else
				{
					bRequiresReregister = true;
				}
			}

			RerunConstructionScripts();

			if (bRequiresReregister)
			{
				ReregisterAllComponents();
			}
		}
		else
		{
			UnregisterAllComponents();
			RerunConstructionScripts();
			ReregisterAllComponents();
		}
	}

	// Let other systems know that an actor was moved
	if (bTransformationChanged)
	{
		GEngine->BroadcastOnActorMoved( this );
	}

	if (GetWorld())
	{
		GetWorld()->bDoDelayedUpdateCullDistanceVolumes = true;
	}

	FEditorSupportDelegates::UpdateUI.Broadcast();
	Super::PostEditChangeProperty(PropertyChangedEvent);
}