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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: LOCTEXTvoid 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: FNameTSharedRef<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: FNameFName FMediaPlaylistEditorToolkit::GetToolkitFName() const{ return FName("MediaPlaylistEditor");}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:4,
示例7: SuperAOnlineBeaconHost::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: FNameTArray<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: FNameFName 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: LOCTEXTbool 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: ShaderFormatToLegacyShaderPlatformFNullDynamicRHI::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: LOCTEXTvoid 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: FNamevoid 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: FNameFName 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: GetWorldvoid 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: GetActorLocationvoid ARayCastCharacter::ThrowRay(){ //GEngine->AddOnScreenDebugMessage(-1, 1.0f, FColor::Green, "Throw Ray Cast"); // C++ FOFS函数代码示例 C++ FN函数代码示例
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