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2024-10-12 17:19:46 +08:00
# AnimNotifyBoneName
- **功能描述:** 使得UAnimNotify或UAnimNotifyState下的FName属性作为BoneName的作用。
- **使用位置:** UPROPERTY
- **引擎模块:** AnimationGraph
- **元数据类型:** bool
- **限制类型:** UAnimNotify或UAnimNotifyState子类下的FName属性
- **常用程度:** ★★
使得UAnimNotify或UAnimNotifyState下的FName属性作为BoneName的作用。
在动画通知的时候也常常需要一个传递骨骼名字参数用普通的字符串参数显然不够定制化。因此给一个FName属性标上AnimNotifyBoneName就可以在配合的细节面板定制化里为它创建专门的更便于填写BoneName的UI。
## 源码中例子:
```cpp
UCLASS(const, hidecategories = Object, collapsecategories, meta = (DisplayName = "Play Niagara Particle Effect"), MinimalAPI)
class UAnimNotify_PlayNiagaraEffect : public UAnimNotify
{
// SocketName to attach to
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AnimNotify", meta = (AnimNotifyBoneName = "true"))
FName SocketName;
}
UCLASS(Blueprintable, meta = (DisplayName = "Timed Niagara Effect"), MinimalAPI)
class UAnimNotifyState_TimedNiagaraEffect : public UAnimNotifyState
{
// The socket within our mesh component to attach to when we spawn the Niagara component
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = NiagaraSystem, meta = (ToolTip = "The socket or bone to attach the system to", AnimNotifyBoneName = "true"))
FName SocketName;
}
```
## 测试代码:
```cpp
UCLASS(BlueprintType)
class INSIDER_API UAnimNotify_MyTest:public UAnimNotify
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FName MyName;
UPROPERTY(EditAnywhere, BlueprintReadWrite,meta=(AnimNotifyBoneName="true"))
FName MyName_Bone;
};
UCLASS(BlueprintType)
class INSIDER_API UAnimNotifyState_MyTest:public UAnimNotifyState
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FName MyName;
UPROPERTY(EditAnywhere, BlueprintReadWrite,meta=(AnimNotifyBoneName="true"))
FName MyName_Bone;
};
```
## 测试效果:
在一个动画序列里加上动画通知可以加两种UAnimNotify或UAnimNotifyState。首先引擎里的自带例子UAnimNotify_PlayNiagaraEffect 和UAnimNotifyState_TimedNiagaraEffect 可以看见在右侧的细节面板上的SocketName的UI不是普通的字符串。
我们自己定义的MyBoneName的动画通知也可以达成同样的效果。MyName_Bone因为加了AnimNotifyBoneName就和普通的MyName不一样了。
![Untitled](Untitled.png)
## 原理:
在定制化的时候根据AnimNotify下的属性是否有这个标记生成专门的的UI。
```cpp
bool FAnimNotifyDetails::CustomizeProperty(IDetailCategoryBuilder& CategoryBuilder, UObject* Notify, TSharedPtr<IPropertyHandle> Property)
{
else if (InPropertyHandle->GetBoolMetaData(TEXT("AnimNotifyBoneName")))
{
// Convert this property to a bone name property
AddBoneNameProperty(CategoryBuilder, Notify, InPropertyHandle);
}
if (bIsBoneName)
{
AddBoneNameProperty(CategoryBuilder, Notify, Property);
return true;
}
}
```