90 lines
3.1 KiB
Markdown
90 lines
3.1 KiB
Markdown
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# AnimNotifyBoneName
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- **功能描述:** 使得UAnimNotify或UAnimNotifyState下的FName属性作为BoneName的作用。
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- **使用位置:** UPROPERTY
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- **引擎模块:** AnimationGraph
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- **元数据类型:** bool
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- **限制类型:** UAnimNotify或UAnimNotifyState子类下的FName属性
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- **常用程度:** ★★
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使得UAnimNotify或UAnimNotifyState下的FName属性作为BoneName的作用。
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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。
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## 源码中例子:
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```cpp
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UCLASS(const, hidecategories = Object, collapsecategories, meta = (DisplayName = "Play Niagara Particle Effect"), MinimalAPI)
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class UAnimNotify_PlayNiagaraEffect : public UAnimNotify
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{
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// SocketName to attach to
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AnimNotify", meta = (AnimNotifyBoneName = "true"))
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FName SocketName;
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}
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UCLASS(Blueprintable, meta = (DisplayName = "Timed Niagara Effect"), MinimalAPI)
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class UAnimNotifyState_TimedNiagaraEffect : public UAnimNotifyState
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{
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// The socket within our mesh component to attach to when we spawn the Niagara component
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = NiagaraSystem, meta = (ToolTip = "The socket or bone to attach the system to", AnimNotifyBoneName = "true"))
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FName SocketName;
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}
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```
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## 测试代码:
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```cpp
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UCLASS(BlueprintType)
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class INSIDER_API UAnimNotify_MyTest:public UAnimNotify
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FName MyName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite,meta=(AnimNotifyBoneName="true"))
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FName MyName_Bone;
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};
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UCLASS(BlueprintType)
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class INSIDER_API UAnimNotifyState_MyTest:public UAnimNotifyState
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FName MyName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite,meta=(AnimNotifyBoneName="true"))
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FName MyName_Bone;
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};
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```
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## 测试效果:
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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。
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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。
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## 原理:
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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。
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```cpp
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bool FAnimNotifyDetails::CustomizeProperty(IDetailCategoryBuilder& CategoryBuilder, UObject* Notify, TSharedPtr<IPropertyHandle> Property)
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{
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else if (InPropertyHandle->GetBoolMetaData(TEXT("AnimNotifyBoneName")))
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{
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// Convert this property to a bone name property
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AddBoneNameProperty(CategoryBuilder, Notify, InPropertyHandle);
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}
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if (bIsBoneName)
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{
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AddBoneNameProperty(CategoryBuilder, Notify, Property);
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return true;
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}
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}
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```
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