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2024-10-12 17:19:46 +08:00
# SystemGameplayAttribute
- **功能描述:** 把UAbilitySystemComponent子类里面的属性暴露到FGameplayAttribute 选项框里。
- **使用位置:** UPROPERTY
- **引擎模块:** GAS
- **元数据类型:** bool
- **限制类型:** UAbilitySystemComponent子类里面的属性
- **关联项:** [HideInDetailsView](../HideInDetailsView/HideInDetailsView.md)
- **常用程度:** ★★★
把UAbilitySystemComponent子类里面的属性暴露到FGameplayAttribute 选项框里。
## 源码例子:
```cpp
UCLASS(ClassGroup=AbilitySystem, hidecategories=(Object,LOD,Lighting,Transform,Sockets,TextureStreaming), editinlinenew, meta=(BlueprintSpawnableComponent))
class GAMEPLAYABILITIES_API UAbilitySystemComponent : public UGameplayTasksComponent, public IGameplayTagAssetInterface, public IAbilitySystemReplicationProxyInterface
{
/** Internal Attribute that modifies the duration of gameplay effects created by this component */
UPROPERTY(meta=(SystemGameplayAttribute="true"))
float OutgoingDuration;
/** Internal Attribute that modifies the duration of gameplay effects applied to this component */
UPROPERTY(meta = (SystemGameplayAttribute = "true"))
float IncomingDuration;
}
```
## 测试代码:
```cpp
UCLASS(Blueprintable, BlueprintType)
class UMyAbilitySystemComponent : public UAbilitySystemComponent
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "GAS")
float MyFloat;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "GAS", meta = (SystemGameplayAttribute))
float MyFloat_System;
};
UCLASS()
class UMyAttributeSetTest : public UObject
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "GAS")
FGameplayAttribute MyAttribute;
};
```
## 测试效果:
可见MyFloat_System可以暴露到选项列表里去。
![Untitled](Untitled.png)
## 原理:
也是在GetAllAttributeProperties判断属性上的SystemGameplayAttribute标记。
```cpp
void FGameplayAttribute::GetAllAttributeProperties(TArray<FProperty*>& OutProperties, FString FilterMetaStr, bool UseEditorOnlyData)
{
// UAbilitySystemComponent can add 'system' attributes
if (Class->IsChildOf(UAbilitySystemComponent::StaticClass()) && !Class->ClassGeneratedBy)
{
for (TFieldIterator<FProperty> PropertyIt(Class, EFieldIteratorFlags::ExcludeSuper); PropertyIt; ++PropertyIt)
{
FProperty* Property = *PropertyIt;
// SystemAttributes have to be explicitly tagged
if (Property->HasMetaData(TEXT("SystemGameplayAttribute")) == false)
{
continue;
}
OutProperties.Add(Property);
}
}
}
```