CriWare Unreal Engine
Plug-ins for CriWare solutions.
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IAtomProxyInitializer.h ファイル
#include "Misc/AssertionMacros.h"
#include "Misc/CoreMiscDefines.h"
#include "Templates/Casts.h"
#include "Templates/SharedPointer.h"
#include "Templates/UniquePtr.h"
#include "UObject/NameTypes.h"
#include <type_traits>

クラス

struct  Atom::FProxyDataInitParams
class  Atom::IProxyData
class  Atom::TProxyData< Type >
class  IAtomProxyDataFactory

名前空間

namespace  Atom

マクロ定義

#define IMPL_ATOMPROXY_CLASS(FClassName)

関数

template<typename UClassToUse, typename std::enable_if_t< std::is_base_of_v< IAtomProxyDataFactory, UClassToUse >, bool > = true>
IAtomProxyDataFactoryAtom::CastToProxyDataFactory (UObject *InObject)

マクロ定義詳解

◆ IMPL_ATOMPROXY_CLASS

#define IMPL_ATOMPROXY_CLASS ( FClassName)
値:
static FName GetAtomProxyTypeName() \
{ \
static FName MyClassName = #FClassName; \
return MyClassName; \
} \
static constexpr bool bWasAtomProxyClassImplemented = true; \
friend class ::Atom::IProxyData; \
friend class ::Atom::TProxyData<FClassName>;

Interfaces for Atom Proxy Objects These are used to spawn thread safe instances of UObjects that may be garbage collected on the game thread. In shipping builds, these are effectively abstract pointers, but CHECK_ATOMPROXY_TYPES can optionally be used to check downcasts.