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); }
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(); }
void UAudioComponent::OnRegister() { Super::OnRegister(); UpdateSpriteTexture(); }