64 lines
1.8 KiB
Markdown
64 lines
1.8 KiB
Markdown
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# DisplayAfter
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- **功能描述:** 使本属性在指定的属性之后显示。
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- **使用位置:** UPROPERTY
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- **引擎模块:** DetailsPanel
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- **元数据类型:** string="abc"
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- **常用程度:** ★★★
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使本属性在指定的属性之后显示。
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- 默认情况下,属性在细节面板中的顺序是依照头文件中的定义顺序。但如果我们想自己调节这个顺序,就可以用该标记。
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- 限制条件是这两个属性必须得是在同一个Category下。这也很好理解,Category组织的优先级肯定更大。
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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 UMyProperty_Priority :public UObject
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AfterTest)
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int32 MyInt = 123;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AfterTest)
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FString MyString;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AfterTest, meta = (DisplayAfter = "MyInt"))
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int32 MyInt_After = 123;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AfterTest2, meta = (DisplayAfter = "MyInt"))
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int32 MyInt_After2 = 123;
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};
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```
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## 测试效果:
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可见MyInt_After直接在Int后显示。
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而MyInt_After2 因为在不同的Category下,因此就保留原样。
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## 原理:
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检查该属性如果有DisplayAfter,就把它插入在指定的属性之后。
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```cpp
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void PropertyEditorHelpers::OrderPropertiesFromMetadata(TArray<FProperty*>& Properties)
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{
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const FString& DisplayAfterPropertyName = Prop->GetMetaData(NAME_DisplayAfter);
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if (DisplayAfterPropertyName.IsEmpty())
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{
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InsertProperty(OrderedProperties);
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}
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else
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{
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TArray<TPair<FProperty*, int32>>& DisplayAfterProperties = DisplayAfterPropertyMap.FindOrAdd(FName(*DisplayAfterPropertyName));
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InsertProperty(DisplayAfterProperties);
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}
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}
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```
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