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2024-10-12 17:19:46 +08:00
# ExposedAsyncProxy
- **功能描述:** 在 Async Task 节点中公开此类的一个代理对象。
- **使用位置:** UCLASS
- **引擎模块:** Blueprint
- **元数据类型:** string="abc"
- **限制类型:** Async Blueprint node
- **关联项:** [HideSpawnParms](../Param/HideSpawnParms/HideSpawnParms.md), [HasDedicatedAsyncNode](../HasDedicatedAsyncNode/HasDedicatedAsyncNode.md), [HideThen](../HideThen/HideThen.md)
- **常用程度:** ★★★
在UK2Node_BaseAsyncTask中使用用来为蓝图异步节点暴露一个异步对象引脚以支持对这个异步行为的进一步操作。
在源码里的用处一是UBlueprintAsyncActionBase的子类二是UGameplayTask子类皆是分别会有另外的UK2Node_BaseAsyncTask以及UK2Node_LatentGameplayTaskCall来解析类的声明定义并包装生成相应的异步蓝图节点。
基类都是继承自UBlueprintAsyncActionBase。利用ExposedAsyncProxy 指定异步任务对象的名字。在异步蓝图节点上继续返回异步对象,可以在之后支持取消该异步操作。
## 测试代码:
UCancellableAsyncAction是引擎提供的继承自UBlueprintAsyncActionBase的一个便利的子类。UMyFunction_Async 定义了一个蓝图异步节点DelayLoop。
```cpp
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FDelayOutputPin);
UCLASS(Blueprintable, BlueprintType,meta = (ExposedAsyncProxy = MyAsyncObject))
class INSIDER_API UMyFunction_Async :public UBlueprintAsyncActionBase
{
public:
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FDelayOutputPin Loop;
UPROPERTY(BlueprintAssignable)
FDelayOutputPin Complete;
UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", WorldContext = "WorldContextObject"), Category = "Flow Control")
static UMyFunction_Async* DelayLoop(const UObject* WorldContextObject, const float DelayInSeconds, const int Iterations);
virtual void Activate() override;
UFUNCTION()
static void Test();
private:
const UObject* WorldContextObject = nullptr;
float MyDelay = 0.f;
int MyIterations = 0;
bool Active = false;
UFUNCTION()
void ExecuteLoop();
UFUNCTION()
void ExecuteComplete();
};
```
## 默认的蓝图节点是:
如果UMyFunction_Async 直接继承自UBlueprintAsyncActionBase并且没有设置ExposedAsyncProxy则生成的蓝图异步节点为为下图。
![Untitled](Untitled.png)
而如果继承自UCancellableAsyncAction (提供了Cancel方法)并且设置ExposedAsyncProxy 为自己想要的AsyncObject引脚名称。
```cpp
UCLASS(Abstract, BlueprintType, meta = (ExposedAsyncProxy = AsyncAction), MinimalAPI)
class UCancellableAsyncAction : public UBlueprintAsyncActionBase
{
UFUNCTION(BlueprintCallable, Category = "Async Action")
ENGINE_API virtual void Cancel();
}
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FDelayOutputPin);
UCLASS(Blueprintable, BlueprintType,meta = (ExposedAsyncProxy = MyAsyncObject))
class INSIDER_API UMyFunction_Async :public UCancellableAsyncAction
{}
```
## 修改后的效果如下图:
![Untitled](Untitled%201.png)
## 该Meta在源码中发生的位置
```cpp
void UK2Node_BaseAsyncTask::AllocateDefaultPins()
{
bool bExposeProxy = false;
bool bHideThen = false;
FText ExposeProxyDisplayName;
for (const UStruct* TestStruct = ProxyClass; TestStruct; TestStruct = TestStruct->GetSuperStruct())
{
bExposeProxy |= TestStruct->HasMetaData(TEXT("ExposedAsyncProxy"));
bHideThen |= TestStruct->HasMetaData(TEXT("HideThen"));
if (ExposeProxyDisplayName.IsEmpty())
{
ExposeProxyDisplayName = TestStruct->GetMetaDataText(TEXT("ExposedAsyncProxy"));
}
}
if (bExposeProxy)
{
UEdGraphPin* ProxyPin = CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Object, ProxyClass, FBaseAsyncTaskHelper::GetAsyncTaskProxyName());
if (!ExposeProxyDisplayName.IsEmpty())
{
ProxyPin->PinFriendlyName = ExposeProxyDisplayName;
}
}
}
```