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2024-10-12 17:19:46 +08:00
# EditConditionHides
- **功能描述:** 在已经有EditCondition的情况下指定该属性在EditCondition不满足的情况下隐藏起来。
- **使用位置:** UPROPERTY
- **元数据类型:** bool
- **关联项:** [EditCondition](../EditCondition/EditCondition.md)
- **常用程度:** ★★★★★
在已经有EditCondition的情况下指定该属性在EditCondition不满足的情况下隐藏起来。
## 测试代码:
```cpp
UCLASS(BlueprintType)
class INSIDER_API UMyProperty_EditCondition_Test :public UObject
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Property)
bool MyBool;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Property, meta = (EditConditionHides, EditCondition = "MyBool"))
int32 MyInt_EditCondition_Hides = 123;
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = PropertyExpression)
int32 MyFirstInt = 123;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = PropertyExpression)
int32 MySecondInt = 123;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = PropertyExpression, meta = (EditConditionHides, EditCondition = "(MyFirstInt+MySecondInt)==500"))
int32 MyInt_EditConditionExpression_Hides = 123;
};
```
## 测试效果:
下面的图中可以明显见到两个属性随着条件的满足显示了出来。
![EditConditionHides](EditConditionHides.gif)
## 原理:
其实就是加了个是否显示的判断。
```cpp
bool FPropertyNode::IsOnlyVisibleWhenEditConditionMet() const
{
static const FName Name_EditConditionHides("EditConditionHides");
if (Property.IsValid() && Property->HasMetaData(Name_EditConditionHides))
{
return HasEditCondition();
}
return false;
}
```