void FGridWidget::AddReferencedObjects( FReferenceCollector& Collector ) { Collector.AddReferencedObject( LevelGridMaterial ); Collector.AddReferencedObject( LevelGridMaterialInst ); Collector.AddReferencedObject( LevelGridMaterial2 ); Collector.AddReferencedObject( LevelGridMaterialInst2 ); }
/** FGCObject interface */ void FEdModeHaste::AddReferencedObjects(FReferenceCollector& Collector) { // Call parent implementation FEdMode::AddReferencedObjects(Collector); Collector.AddReferencedObject(BrushMeshComponent); Collector.AddReferencedObject(UISettings); }
void FTransaction::FObjectRecord::AddReferencedObjects( FReferenceCollector& Collector ) { Collector.AddReferencedObject( Object ); for( int32 ObjIndex = 0; ObjIndex < ReferencedObjects.Num(); ObjIndex++ ) { Collector.AddReferencedObject( ReferencedObjects[ ObjIndex ] ); } }
//------------------------------------------------------------------------------ void FBlueprintNodeTemplateCache::AddReferencedObjects(FReferenceCollector& Collector) { for (auto& TemplateEntry : NodeTemplateCache) { Collector.AddReferencedObject(TemplateEntry.Value); } Collector.AddReferencedObjects(TemplateOuters); }
void FScriptObjectReferencer::AddReferencedObjects(FReferenceCollector& Collector) { Collector.AllowEliminatingReferences(false); for (auto Object : ScriptCreatedObjects) { Collector.AddReferencedObject(Object); } Collector.AllowEliminatingReferences(true); }
void FPreviewScene::AddReferencedObjects( FReferenceCollector& Collector ) { for( int32 Index = 0; Index < Components.Num(); Index++ ) { Collector.AddReferencedObject( Components[ Index ] ); } Collector.AddReferencedObject( DirectionalLight ); Collector.AddReferencedObject( PreviewWorld ); }
void FSignificanceManagerModule::AddReferencedObjects( FReferenceCollector& Collector ) { for (TPair<const UWorld*, USignificanceManager*>& WorldSignificanceManagerPair : WorldSignificanceManagers) { Collector.AddReferencedObject(WorldSignificanceManagerPair.Value, WorldSignificanceManagerPair.Key); } UClass* SignificanceManagerClassPtr = *SignificanceManagerClass; Collector.AddReferencedObject(SignificanceManagerClassPtr); SignificanceManagerClass = SignificanceManagerClassPtr; // Since pointer can be modified by AddReferencedObject }
void UFactory::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector) { UFactory* This = CastChecked<UFactory>(InThis); UClass* SupportedClass = *This->SupportedClass; UClass* ContextClass = *This->ContextClass; Collector.AddReferencedObject( SupportedClass, This ); Collector.AddReferencedObject( ContextClass, This ); Super::AddReferencedObjects( This, Collector ); }
// FGCObject interface void FDeferRegisterStaticComponents::AddReferencedObjects(FReferenceCollector& Collector) { for (TMap<AActor*, TArray<FDeferredComponentInfo> >::TIterator It(ComponentsToRegister); It; ++It) { Collector.AddReferencedObject(It.Key()); TArray<FDeferredComponentInfo>& Components = It.Value(); for (int32 ComponentIndex = 0; ComponentIndex < Components.Num(); ++ComponentIndex) { Collector.AddReferencedObject(Components[ComponentIndex].Component); } } }
void FDestructibleMeshEditorViewportClient::AddReferencedObjects( FReferenceCollector& Collector ) { for (int32 i=0; i < SelectedChunks.Num(); ++i) { Collector.AddReferencedObject(SelectedChunks[i]); } for (int32 i=0; i < UnusedProxies.Num(); ++i) { Collector.AddReferencedObject(UnusedProxies[i]); } }
void FObjectReferencer::AddReferencedObjects(FReferenceCollector& Collector) { // don't want the collector to NULL pointers to UObject(s) marked for destruction Collector.AllowEliminatingReferences(false); for (auto& Iterator : ObjectRefs.GetAnnotationMap()) { // annotations with a ref count of zero shouldn't be in the map check(Iterator.Value.Count > 0); UObjectBase* Object = const_cast<UObjectBase*>(Iterator.Key); Collector.AddReferencedObject(Object); } Collector.AllowEliminatingReferences(true); }
void FLegacySlateFontInfoCache::AddReferencedObjects(FReferenceCollector& Collector) { for(auto& FallbackFontEntry : FallbackFonts) { const UFontBulkData* TmpPtr = FallbackFontEntry.Value->BulkDataPtr; Collector.AddReferencedObject(TmpPtr); } if(LastResortFont.IsValid()) { const UFontBulkData* TmpPtr = LastResortFont->BulkDataPtr; Collector.AddReferencedObject(TmpPtr); } }
void FLegacySlateFontInfoCache::AddReferencedObjects(FReferenceCollector& Collector) { if(FallbackFontData.IsValid()) { const UFontBulkData* TmpPtr = FallbackFontData->BulkDataPtr; Collector.AddReferencedObject(TmpPtr); } if(LastResortFontData.IsValid()) { const UFontBulkData* TmpPtr = LastResortFontData->BulkDataPtr; Collector.AddReferencedObject(TmpPtr); } }
void UPolys::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector) { UPolys* This = CastChecked<UPolys>(InThis); // Let GC know that we're referencing some Actor and Property objects for( TTransArray<FPoly>::TConstIterator ElementIt(This->Element); ElementIt; ++ElementIt ) { FPoly PolyElement = *ElementIt; Collector.AddReferencedObject( PolyElement.Actor, This ); Collector.AddReferencedObject( PolyElement.Material, This ); } UObject* ElementOwner = This->Element.GetOwner(); Collector.AddReferencedObject( ElementOwner, This ); Super::AddReferencedObjects(This, Collector); }
void FStandaloneCompositeFont::AddReferencedObjects(FReferenceCollector& Collector) { for(FTypefaceEntry& TypefaceEntry : DefaultTypeface.Fonts) { Collector.AddReferencedObject(TypefaceEntry.Font.BulkDataPtr); } for(FCompositeSubFont& SubFont : SubTypefaces) { for(FTypefaceEntry& TypefaceEntry : SubFont.Typeface.Fonts) { Collector.AddReferencedObject(TypefaceEntry.Font.BulkDataPtr); } } }
void UJavascriptContext::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector) { UJavascriptContext* This = CastChecked<UJavascriptContext>(InThis); if (This->JavascriptContext.IsValid()) { Collector.AllowEliminatingReferences(false); This->JavascriptContext->AddReferencedObjects(This, Collector); Collector.AllowEliminatingReferences(true); } Super::AddReferencedObjects(This, Collector); }
void FEdGraphSchemaAction_EventFromFunction::AddReferencedObjects(FReferenceCollector& Collector) { FEdGraphSchemaAction::AddReferencedObjects(Collector); // These don't get saved to disk, but we want to make sure the objects don't get GC'd while the action array is around Collector.AddReferencedObject(SignatureFunction); }
void FEdModeLevel::AddReferencedObjects( FReferenceCollector& Collector ) { // Call parent implementation FEdMode::AddReferencedObjects( Collector ); Collector.AddReferencedObject(BoxMaterial); }
//------------------------------------------------------------------------------ void FBlueprintActionDatabase::AddReferencedObjects(FReferenceCollector& Collector) { for (auto& ActionListIt : ActionRegistry) { Collector.AddReferencedObjects(ActionListIt.Value); } }
void FNotifyBufferFinishedHooks::AddReferencedObjects( FReferenceCollector& Collector ) { for (FNotifyBufferDetails& NotifyDetails : Notifies) { Collector.AddReferencedObject( NotifyDetails.NotifyNode ); } }
void FEdGraphSchemaAction_NewNode::AddReferencedObjects( FReferenceCollector& Collector ) { FEdGraphSchemaAction::AddReferencedObjects( Collector ); // These don't get saved to disk, but we want to make sure the objects don't get GC'd while the action array is around Collector.AddReferencedObject( NodeTemplate ); }
void FAnimMontageInstance::AddReferencedObjects( FReferenceCollector& Collector ) { if (Montage && Montage->GetOuter() == GetTransientPackage()) { Collector.AddReferencedObject(Montage); } }
virtual void AddReferencedObjects(FReferenceCollector& Collector) { if( ResourceObject ) { Collector.AddReferencedObject(ResourceObject); } }
void USoundNodeModPlayer::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector) { USoundNodeModPlayer* This = CastChecked<USoundNodeModPlayer>(InThis); Super::AddReferencedObjects(This, Collector); Collector.AddReferencedObject(This->SoundMod); }
void FEdGraphSchemaAction_K2AddComponent::AddReferencedObjects( FReferenceCollector& Collector ) { FEdGraphSchemaAction_K2NewNode::AddReferencedObjects( Collector ); // These don't get saved to disk, but we want to make sure the objects don't get GC'd while the action array is around Collector.AddReferencedObject( ComponentAsset ); }
void UDataTable::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector) { UDataTable* This = CastChecked<UDataTable>(InThis); // Need to emit references for referenced rows if(This->RowStruct != NULL) { // Now iterate over rows in the map for ( auto RowIt = This->RowMap.CreateIterator(); RowIt; ++RowIt ) { uint8* RowData = RowIt.Value(); if (RowData) { // Serialize all of the properties to make sure they get in the collector FSimpleObjectReferenceCollectorArchive ObjectReferenceCollector( This, Collector ); This->RowStruct->SerializeBin(ObjectReferenceCollector, RowData); } } } #if WITH_EDITOR Collector.AddReferencedObjects(This->TemporarilyReferencedObjects); #endif //WITH_EDITOR Super::AddReferencedObjects( This, Collector ); }
void FAutoReimportManager::AddReferencedObjects(FReferenceCollector& Collector) { for (auto* Package : PackagesToSave) { Collector.AddReferencedObject(Package); } }
void FWidgetBlueprintEditor::AddReferencedObjects( FReferenceCollector& Collector ) { FBlueprintEditor::AddReferencedObjects( Collector ); UUserWidget* Preview = GetPreview(); Collector.AddReferencedObject( Preview ); }
void STutorialRoot::AddReferencedObjects( FReferenceCollector& Collector ) { if(CurrentTutorial != nullptr) { Collector.AddReferencedObject(CurrentTutorial); } }
void FQosInterface::AddReferencedObjects(FReferenceCollector& Collector) { if (RegionManager) { Collector.AddReferencedObject(RegionManager); } }