57 lines
1.9 KiB
Markdown
57 lines
1.9 KiB
Markdown
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# BlueprintSpawnableComponent
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- **功能描述:** 允许该组件出现在Actor蓝图里Add组件的面板里。
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- **使用位置:** UCLASS
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- **引擎模块:** Component Property
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- **元数据类型:** bool
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- **限制类型:** Component类
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- **常用程度:** ★★★★
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允许该组件出现在Actor蓝图里Add组件的面板里。
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在蓝图节点上,不管有没有BlueprintSpawnableComponent则都是可以添加该组件的。
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## 测试代码:
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```cpp
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UCLASS(Blueprintable, meta = (BlueprintSpawnableComponent))
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class INSIDER_API UMyActorComponent_Spawnable : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float MyFloat;
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};
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UCLASS(Blueprintable)
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class INSIDER_API UMyActorComponent_NotSpawnable : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float MyFloat;
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};
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```
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## 蓝图中效果:
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可以看到,在Actor的左边Add的按钮下,UMyActorComponent_Spawnable 可以被添加进去,但是UMyActorComponent_NotSpawnable 被阻止了。但同时也要注意到如果在蓝图中AddComponent节点则是都可以的。
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## 原理:
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```cpp
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bool FKismetEditorUtilities::IsClassABlueprintSpawnableComponent(const UClass* Class)
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{
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// @fixme: Cooked packages don't have any metadata (yet; they might become available via the sidecar editor data)
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// However, all uncooked BPs that derive from ActorComponent have the BlueprintSpawnableComponent metadata set on them
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// (see FBlueprintEditorUtils::RecreateClassMetaData), so include any ActorComponent BP that comes from a cooked package
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return (!Class->HasAnyClassFlags(CLASS_Abstract) &&
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Class->IsChildOf<UActorComponent>() &&
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(Class->HasMetaData(FBlueprintMetadata::MD_BlueprintSpawnableComponent) || Class->GetPackage()->bIsCookedForEditor));
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}
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```
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