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自学教程:C++ FName函数代码示例

51自学网 2021-06-01 20:42:47
  C++
这篇教程C++ FName函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中FName函数的典型用法代码示例。如果您正苦于以下问题:C++ FName函数的具体用法?C++ FName怎么用?C++ FName使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了FName函数的29个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: LOCTEXT

void FMainMenu::FillEditMenu( FMenuBuilder& MenuBuilder, const TSharedRef< FExtender > Extender, const TSharedPtr<FTabManager> TabManager ){	MenuBuilder.BeginSection("EditHistory", LOCTEXT("HistoryHeading", "History"));	{		struct Local		{			/** @return Returns a dynamic text string for Undo that contains the name of the action */			static FText GetUndoLabelText()			{				return FText::Format(LOCTEXT("DynamicUndoLabel", "Undo {0}"), GUnrealEd->Trans->GetUndoContext().Title);			}			/** @return Returns a dynamic text string for Redo that contains the name of the action */			static FText GetRedoLabelText()			{				return FText::Format(LOCTEXT("DynamicRedoLabel", "Redo {0}"), GUnrealEd->Trans->GetRedoContext().Title);			}		};		// Undo		TAttribute<FText> DynamicUndoLabel;		DynamicUndoLabel.BindStatic(&Local::GetUndoLabelText);		MenuBuilder.AddMenuEntry( FGenericCommands::Get().Undo, "Undo", DynamicUndoLabel); // TAttribute< FString >::Create( &Local::GetUndoLabelText ) );		// Redo		TAttribute< FText > DynamicRedoLabel;		DynamicRedoLabel.BindStatic( &Local::GetRedoLabelText );		MenuBuilder.AddMenuEntry(FGenericCommands::Get().Redo, "Redo", DynamicRedoLabel); // TAttribute< FString >::Create( &Local::GetRedoLabelText ) );		// Show undo history		MenuBuilder.AddMenuEntry(			LOCTEXT("UndoHistoryTabTitle", "Undo History"),			LOCTEXT("UndoHistoryTooltipText", "View the entire undo history."),			FSlateIcon(FEditorStyle::GetStyleSetName(), "UndoHistory.TabIcon"),			FUIAction(FExecuteAction::CreateStatic(&FUndoHistoryModule::ExecuteOpenUndoHistory))			);	}	MenuBuilder.EndSection();	MenuBuilder.BeginSection("EditLocalTabSpawners", LOCTEXT("ConfigurationHeading", "Configuration"));	{		if (GetDefault<UEditorExperimentalSettings>()->bToolbarCustomization)		{			FUIAction ToggleMultiBoxEditMode(				FExecuteAction::CreateStatic(&FMultiBoxSettings::ToggleToolbarEditing),				FCanExecuteAction(),				FIsActionChecked::CreateStatic(&FMultiBoxSettings::IsInToolbarEditMode)			);					MenuBuilder.AddMenuEntry(				LOCTEXT("EditToolbarsLabel", "Edit Toolbars"),				LOCTEXT("EditToolbarsToolTip", "Allows customization of each toolbar"),				FSlateIcon(),				ToggleMultiBoxEditMode,				NAME_None,				EUserInterfaceActionType::ToggleButton			);			// Automatically populate tab spawners from TabManager			if (TabManager.IsValid())			{				const IWorkspaceMenuStructure& MenuStructure = WorkspaceMenu::GetMenuStructure();				TabManager->PopulateTabSpawnerMenu(MenuBuilder, MenuStructure.GetEditOptions());			}		}		if (GetDefault<UEditorStyleSettings>()->bExpandConfigurationMenus)		{			MenuBuilder.AddSubMenu(				LOCTEXT("EditorPreferencesSubMenuLabel", "Editor Preferences"),				LOCTEXT("EditorPreferencesSubMenuToolTip", "Configure the behavior and features of this Editor"),				FNewMenuDelegate::CreateStatic(&FSettingsMenu::MakeMenu, FName("Editor")),				false,				FSlateIcon(FEditorStyle::GetStyleSetName(), "EditorPreferences.TabIcon")			);			MenuBuilder.AddSubMenu(				LOCTEXT("ProjectSettingsSubMenuLabel", "Project Settings"),				LOCTEXT("ProjectSettingsSubMenuToolTip", "Change the settings of the currently loaded project"),				FNewMenuDelegate::CreateStatic(&FSettingsMenu::MakeMenu, FName("Project")),				false,				FSlateIcon(FEditorStyle::GetStyleSetName(), "ProjectSettings.TabIcon")			);		}		else		{#if !PLATFORM_MAC // Handled by app's menu in menu bar			MenuBuilder.AddMenuEntry(				LOCTEXT("EditorPreferencesMenuLabel", "Editor Preferences..."),				LOCTEXT("EditorPreferencesMenuToolTip", "Configure the behavior and features of the Unreal Editor."),				FSlateIcon(FEditorStyle::GetStyleSetName(), "EditorPreferences.TabIcon"),				FUIAction(FExecuteAction::CreateStatic(&FSettingsMenu::OpenSettings, FName("Editor"), FName("General"), FName("Appearance")))			);#endif			MenuBuilder.AddMenuEntry(				LOCTEXT("ProjectSettingsMenuLabel", "Project Settings..."),				LOCTEXT("ProjectSettingsMenuToolTip", "Change the settings of the currently loaded project."),				FSlateIcon(FEditorStyle::GetStyleSetName(), "ProjectSettings.TabIcon"),				FUIAction(FExecuteAction::CreateStatic(&FSettingsMenu::OpenSettings, FName("Project"), FName("Project"), FName("General")))//.........这里部分代码省略.........
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:101,


示例2: Z_Construct_UPackage_TheBeginning

	UPackage* Z_Construct_UPackage_TheBeginning()	{		static UPackage* ReturnPackage = NULL;		if (!ReturnPackage)		{			ReturnPackage = CastChecked<UPackage>(StaticFindObjectFast(UPackage::StaticClass(), NULL, FName(TEXT("/Script/TheBeginning")), false, false));			ReturnPackage->PackageFlags |= PKG_CompiledIn | 0x00000000;			FGuid Guid;			Guid.A = 0xAF7F2495;			Guid.B = 0x2BE2AF11;			Guid.C = 0x00000000;			Guid.D = 0x00000000;			ReturnPackage->SetGuid(Guid);		}		return ReturnPackage;	}
开发者ID:dschmidl,项目名称:GE_Project,代码行数:17,


示例3: FName

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved./*=============================================================================	Interaction.cpp: See .UC for for info=============================================================================*/#include "EnginePrivate.h"#include "Engine/Console.h"#include "Engine/LevelScriptActor.h"#include "Slate.h"#include "DefaultValueHelper.h"static const uint32 MAX_AUTOCOMPLETION_LINES = 20;static FName NAME_Typing = FName(TEXT("Typing"));static FName NAME_Open = FName(TEXT("Open"));class FConsoleVariableAutoCompleteVisitor {public:	// @param Name must not be 0	// @param CVar must not be 0	static void OnConsoleVariable(const TCHAR *Name, IConsoleObject* CVar,TArray<struct FAutoCompleteCommand>& Sink)	{#if (UE_BUILD_SHIPPING || UE_BUILD_TEST)		if(CVar->TestFlags(ECVF_Cheat))		{			return;		}#endif // (UE_BUILD_SHIPPING || UE_BUILD_TEST)		if(CVar->TestFlags(ECVF_Unregistered))
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:31,


示例4: FName

#include "GraphEditor.h"#include "TileMapEditorViewportClient.h"#include "TileMapEditorCommands.h"#include "SEditorViewport.h"#include "WorkspaceMenuStructureModule.h"#include "Paper2DEditorModule.h"#include "STileMapEditorViewportToolbar.h"#include "SDockTab.h"#include "EdModeTileMap.h"#define LOCTEXT_NAMESPACE "TileMapEditor"//////////////////////////////////////////////////////////////////////////const FName TileMapEditorAppName = FName(TEXT("TileMapEditorApp"));//////////////////////////////////////////////////////////////////////////struct FTileMapEditorTabs{	// Tab identifiers	static const FName DetailsID;	static const FName ViewportID;	static const FName ToolboxHostID;};//////////////////////////////////////////////////////////////////////////const FName FTileMapEditorTabs::DetailsID(TEXT("Details"));const FName FTileMapEditorTabs::ViewportID(TEXT("Viewport"));
开发者ID:Codermay,项目名称:Unreal4,代码行数:31,


示例5: FName

TSharedRef<SWidget> FDetailWidgetExtensionHandler::GenerateExtensionWidget(const UClass* InObjectClass, TSharedPtr<IPropertyHandle> InPropertyHandle){	UProperty* Property = InPropertyHandle->GetProperty();	FString DelegateName = Property->GetName() + "Delegate";		UDelegateProperty* DelegateProperty = FindFieldChecked<UDelegateProperty>(CastChecked<UClass>(Property->GetOuter()), FName(*DelegateName));	const bool bIsEditable = Property->HasAnyPropertyFlags(CPF_Edit | CPF_EditConst);	const bool bDoSignaturesMatch = DelegateProperty->SignatureFunction->GetReturnProperty()->SameType(Property);	if ( !ensure(bIsEditable && bDoSignaturesMatch) )	{		return SNullWidget::NullWidget;	}	return SNew(SPropertyBinding, BlueprintEditor.Pin().ToSharedRef(), DelegateProperty, InPropertyHandle.ToSharedRef())		.GeneratePureBindings(true);}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:18,


示例6: FName

FName FMediaPlaylistEditorToolkit::GetToolkitFName() const{	return FName("MediaPlaylistEditor");}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:4,


示例7: Super

AOnlineBeaconHost::AOnlineBeaconHost(const FObjectInitializer& ObjectInitializer) :	Super(ObjectInitializer){	NetDriverName = FName(TEXT("BeaconDriverHost"));}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:5,


示例8: FName

TArray<FRichCurveEditInfo> UCurveFloat::GetCurves(){	TArray<FRichCurveEditInfo> Curves;	Curves.Add(FRichCurveEditInfo(&FloatCurve, FName(*GetName())));	return Curves;}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:6,


示例9: FName

FName UBTComposite_SimpleParallel::GetNodeIconName() const{	return FName("BTEditor.Graph.BTNode.Composite.SimpleParallel.Icon");}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:4,


示例10: LOCTEXT

bool FModuleDescriptor::Read(const FJsonObject& Object, FText& OutFailReason){	// Read the module name	TSharedPtr<FJsonValue> NameValue = Object.TryGetField(TEXT("Name"));	if(!NameValue.IsValid() || NameValue->Type != EJson::String)	{		OutFailReason = LOCTEXT("ModuleWithoutAName", "Found a 'Module' entry with a missing 'Name' field");		return false;	}	Name = FName(*NameValue->AsString());	// Read the module type	TSharedPtr<FJsonValue> TypeValue = Object.TryGetField(TEXT("Type"));	if(!TypeValue.IsValid() || TypeValue->Type != EJson::String)	{		OutFailReason = FText::Format( LOCTEXT( "ModuleWithoutAType", "Found Module entry '{0}' with a missing 'Type' field" ), FText::FromName(Name) );		return false;	}	Type = EHostType::FromString(*TypeValue->AsString());	if(Type == EHostType::Max)	{		OutFailReason = FText::Format( LOCTEXT( "ModuleWithInvalidType", "Module entry '{0}' specified an unrecognized module Type '{1}'" ), FText::FromName(Name), FText::FromString(TypeValue->AsString()) );		return false;	}	// Read the loading phase	TSharedPtr<FJsonValue> LoadingPhaseValue = Object.TryGetField(TEXT("LoadingPhase"));	if(LoadingPhaseValue.IsValid() && LoadingPhaseValue->Type == EJson::String)	{		LoadingPhase = ELoadingPhase::FromString(*LoadingPhaseValue->AsString());		if(LoadingPhase == ELoadingPhase::Max)		{			OutFailReason = FText::Format( LOCTEXT( "ModuleWithInvalidLoadingPhase", "Module entry '{0}' specified an unrecognized module LoadingPhase '{1}'" ), FText::FromName(Name), FText::FromString(LoadingPhaseValue->AsString()) );			return false;		}	}	// Read the whitelisted platforms	TSharedPtr<FJsonValue> WhitelistPlatformsValue = Object.TryGetField(TEXT("WhitelistPlatforms"));	if(WhitelistPlatformsValue.IsValid() && WhitelistPlatformsValue->Type == EJson::Array)	{		const TArray< TSharedPtr< FJsonValue > >& PlatformsArray = WhitelistPlatformsValue->AsArray();		for(int Idx = 0; Idx < PlatformsArray.Num(); Idx++)		{			WhitelistPlatforms.Add(PlatformsArray[Idx]->AsString());		}	}	// Read the blacklisted platforms	TSharedPtr<FJsonValue> BlacklistPlatformsValue = Object.TryGetField(TEXT("BlacklistPlatforms"));	if(BlacklistPlatformsValue.IsValid() && BlacklistPlatformsValue->Type == EJson::Array)	{		const TArray< TSharedPtr< FJsonValue > >& PlatformsArray = BlacklistPlatformsValue->AsArray();		for(int Idx = 0; Idx < PlatformsArray.Num(); Idx++)		{			BlacklistPlatforms.Add(PlatformsArray[Idx]->AsString());		}	}	return true;}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:61,


示例11: ShaderFormatToLegacyShaderPlatform

FNullDynamicRHI::FNullDynamicRHI(){	GMaxRHIShaderPlatform = ShaderFormatToLegacyShaderPlatform(FName(FPlatformMisc::GetNullRHIShaderFormat()));}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:4,


示例12: LOCTEXT

void CreatureEditor::StartupModule(){	FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");	//Custom detail views	PropertyModule.RegisterCustomClassLayout("CreatureAnimStateMachine", FOnGetDetailCustomizationInstance::CreateStatic(&FCreatureAnimStateMachineDetails::MakeInstance));	PropertyModule.RegisterCustomClassLayout("CreatureMeshComponent", FOnGetDetailCustomizationInstance::CreateStatic(&FCreatureToolsDetails::MakeInstance));	IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();	EAssetTypeCategories::Type CreatureAssetCategoryBit = AssetTools.RegisterAdvancedAssetCategory(FName(TEXT("CreatureAssetCategory")), LOCTEXT("CreatureAssetCategory", "Creature"));	AssetTools.RegisterAssetTypeActions(MakeShareable(new FCreatureAnimStateMachineAssetTypeActions(CreatureAssetCategoryBit)));	AssetTools.RegisterAssetTypeActions(MakeShareable(new FCreatureAnimStoreAssetTypeActions(CreatureAssetCategoryBit)));	AssetTools.RegisterAssetTypeActions(MakeShareable(new FCreatureAnimationAssetTypeActions(CreatureAssetCategoryBit)));	AssetTools.RegisterAssetTypeActions(MakeShareable(new FCreatureMetaAssetTypeActions(CreatureAssetCategoryBit)));	AssetTools.RegisterAssetTypeActions(MakeShareable(new FCreatureParticlesAssetTypeActions(CreatureAssetCategoryBit)));}
开发者ID:kestrelm,项目名称:Creature_UE4,代码行数:17,


示例13: FName

void ANextLevelTrigger::BeginOverlap(AActor *Other, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult){	UGameplayStatics::OpenLevel(GetWorld(), FName(*("/Game/Maps/" + NextLevel.ToString())));}
开发者ID:krazzei,项目名称:ggj16_slamjam,代码行数:4,


示例14: ShouldCache

	/**	 * Should the shader for this material with the given platform, shader type and vertex 	 * factory type combination be compiled	 *	 * @param Platform		The platform currently being compiled for	 * @param ShaderType	Which shader is being compiled	 * @param VertexFactory	Which vertex factory is being compiled (can be NULL)	 *	 * @return true if the shader should be compiled	 */	virtual bool ShouldCache(EShaderPlatform Platform, const FShaderType* ShaderType, const FVertexFactoryType* VertexFactoryType) const	{		// only generate the needed shaders (which should be very restrictive for fast recompiling during editing)		// @todo: Add a FindShaderType by fname or something		bool bEditorStatsMaterial = Material->bIsMaterialEditorStatsMaterial;		// Always allow HitProxy shaders.		if (FCString::Stristr(ShaderType->GetName(), TEXT("HitProxy")))		{			return true;		}		// we only need local vertex factory for the preview static mesh		if (VertexFactoryType != FindVertexFactoryType(FName(TEXT("FLocalVertexFactory"), FNAME_Find)))		{			//cache for gpu skinned vertex factory if the material allows it			//this way we can have a preview skeletal mesh			if (bEditorStatsMaterial ||				!IsUsedWithSkeletalMesh() ||				(VertexFactoryType != FindVertexFactoryType(FName(TEXT("TGPUSkinVertexFactoryfalse"), FNAME_Find)) &&				VertexFactoryType != FindVertexFactoryType(FName(TEXT("TGPUSkinVertexFactorytrue"), FNAME_Find))))			{				return false;			}		}		if (bEditorStatsMaterial)		{			TArray<FString> ShaderTypeNames;			TArray<FString> ShaderTypeDescriptions;			GetRepresentativeShaderTypesAndDescriptions(ShaderTypeNames, ShaderTypeDescriptions);			//Only allow shaders that are used in the stats.			return ShaderTypeNames.Find(ShaderType->GetName()) != INDEX_NONE;		}		// look for any of the needed type		bool bShaderTypeMatches = false;		// For FMaterialResource::GetRepresentativeInstructionCounts		if (FCString::Stristr(ShaderType->GetName(), TEXT("BasePassPSTDistanceFieldShadowsAndLightMapPolicyHQ")))		{			bShaderTypeMatches = true;		}		else if (FCString::Stristr(ShaderType->GetName(), TEXT("BasePassPSFNoLightMapPolicy")))		{			bShaderTypeMatches = true;		}		else if (FCString::Stristr(ShaderType->GetName(), TEXT("CachedPointIndirectLightingPolicy")))		{			bShaderTypeMatches = true;		}		else if (FCString::Stristr(ShaderType->GetName(), TEXT("BasePassPSFSelfShadowedTranslucencyPolicy")))		{			bShaderTypeMatches = true;		}		// Pick tessellation shader based on material settings		else if(FCString::Stristr(ShaderType->GetName(), TEXT("BasePassVSFNoLightMapPolicy")) ||			FCString::Stristr(ShaderType->GetName(), TEXT("BasePassHSFNoLightMapPolicy")) ||			FCString::Stristr(ShaderType->GetName(), TEXT("BasePassDSFNoLightMapPolicy")))		{			bShaderTypeMatches = true;		}		else if (FCString::Stristr(ShaderType->GetName(), TEXT("DepthOnly")))		{			bShaderTypeMatches = true;		}		else if (FCString::Stristr(ShaderType->GetName(), TEXT("ShadowDepth")))		{			bShaderTypeMatches = true;		}		else if (FCString::Stristr(ShaderType->GetName(), TEXT("TDistortion")))		{			bShaderTypeMatches = true;		}		else if (FCString::Stristr(ShaderType->GetName(), TEXT("TBasePassForForwardShading")))		{			bShaderTypeMatches = true;		}		return bShaderTypeMatches;	}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:93,


示例15: FName

FName UBTDecorator_TimeLimit::GetNodeIconName() const{	return FName("BTEditor.Graph.BTNode.Decorator.TimeLimit.Icon");}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:4,


示例16: pack

	struct FASTCHeader	{		uint32 Magic;		uint8  BlockSizeX;		uint8  BlockSizeY;		uint8  BlockSizeZ;		uint8  TexelCountX[3];		uint8  TexelCountY[3];		uint8  TexelCountZ[3];	};#if PLATFORM_SUPPORTS_PRAGMA_PACK	#pragma pack(pop)#endifIImageWrapperModule& ImageWrapperModule = FModuleManager::LoadModuleChecked<IImageWrapperModule>(FName("ImageWrapper"));static int32 GetDefaultCompressionBySizeValue(){	// start at default quality, then lookup in .ini file	int32 CompressionModeValue = 0;	GConfig->GetInt(TEXT("/Script/UnrealEd.CookerSettings"), TEXT("DefaultASTCQualityBySize"), CompressionModeValue, GEngineIni);		FParse::Value(FCommandLine::Get(), TEXT("-astcqualitybysize="), CompressionModeValue);	CompressionModeValue = FMath::Min<uint32>(CompressionModeValue, MAX_QUALITY_BY_SIZE);		return CompressionModeValue;}static int32 GetDefaultCompressionBySpeedValue()
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:31,


示例17: GetWorld

void UBrainLevelSelectionMenuWidget::LoadLevel(FString name){	UWorld* world = GetWorld();	if (world)		UGameplayStatics::OpenLevel(world,FName(*name));}
开发者ID:gamer08,项目名称:Brain,代码行数:6,


示例18: GetActorLocation

void ARayCastCharacter::ThrowRay(){	//GEngine->AddOnScreenDebugMessage(-1, 1.0f, FColor::Green, "Throw Ray Cast");	// 
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