Unreal 入门-Bone/Socket Location Always be used first SkeletalMeshComponent

void UParticleModuleLocationBoneSocket::AutoPopulateInstanceProperties(UParticleSystemComponent* PSysComp)

{

check(IsInGameThread());

bool bFound = false;

for (int32 ParamIdx = 0; ParamIdx < PSysComp->InstanceParameters.Num(); ParamIdx++)

{

FParticleSysParam* Param = &(PSysComp->InstanceParameters[ParamIdx]);

if (Param->Name == SkelMeshActorParamName)

{

bFound = true;

break;

}

}


if (bFound == false)

{

int32 NewParamIndex = PSysComp->InstanceParameters.AddZeroed();

PSysComp->InstanceParameters[NewParamIndex].Name = SkelMeshActorParamName;

PSysComp->InstanceParameters[NewParamIndex].ParamType = PSPT_Actor;

PSysComp->InstanceParameters[NewParamIndex].Actor = NULL;

}

}



USkeletalMeshComponent* UParticleModuleLocationSkelVertSurface::GetSkeletalMeshComponentSource(FParticleEmitterInstance* Owner)

{

if (Owner == NULL)

{

return NULL;

}


UParticleSystemComponent* PSysComp = Owner->Component;

if (PSysComp == NULL)

{

return NULL;

}


AActor* Actor;

if (PSysComp->GetActorParameter(SkelMeshActorParamName, Actor) == true)

{

if(Actor == NULL)

{

return NULL;

}

ASkeletalMeshActor* SkelMeshActor = Cast<ASkeletalMeshActor>(Actor);

if (SkelMeshActor != NULL)

{

return SkelMeshActor->GetSkeletalMeshComponent();

}

else

{

USkeletalMeshComponent* SkeletalMeshComponent = Actor->FindComponentByClass<USkeletalMeshComponent>();

if (SkeletalMeshComponent)

{

return SkeletalMeshComponent;

}

//@todo. Warn about this...

}

}


return NULL;

}


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