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2024-10-12 17:19:46 +08:00
# Private
- **功能描述:** 标识该UMaterialExpression为私有节点当前在材质蓝图右键菜单中隐藏。
- **使用位置:** UCLASS
- **引擎模块:** Material
- **元数据类型:** bool
- **限制类型:** UMaterialExpression子类
- **常用程度:** ★
标识该UMaterialExpression为私有节点当前在材质蓝图右键菜单中隐藏。
在MaterialX模块中使用目前是把里面的Expression暂时先都隐藏起来。
## 源码例子:
```cpp
UCLASS()
class UMyMaterialExpression_NotPrivate : public UMaterialExpression
{}
UCLASS(meta=(Private))
class UMyMaterialExpression_Private : public UMaterialExpression
{}
```
## 测试效果:
材质蓝图里只能调用UMyMaterialExpression_NotPrivate 。
![Untitled](Untitled.png)
## 原理:
在遍历所有可用FMaterialExpression的时候如果有Private则略过。
```cpp
static TAutoConsoleVariable<int32> CVarMaterialEnableNewHLSLGenerator(
TEXT("r.MaterialEnableNewHLSLGenerator"),
0,
TEXT("Enables the new (WIP) material HLSL generator.\n")
TEXT("0 - Don't allow\n")
TEXT("1 - Allow if enabled by material\n")
TEXT("2 - Force all materials to use new generator\n"),
ECVF_RenderThreadSafe | ECVF_ReadOnly);
void MaterialExpressionClasses::InitMaterialExpressionClasses()
{
static const auto CVarMaterialEnableNewHLSLGenerator = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MaterialEnableNewHLSLGenerator"));
const bool bEnableControlFlow = AllowMaterialControlFlow();
const bool bEnableNewHLSLGenerator = CVarMaterialEnableNewHLSLGenerator->GetValueOnAnyThread() != 0;
for( TObjectIterator<UClass> It ; It ; ++It )
{
if( Class->IsChildOf(UMaterialExpression::StaticClass()) )
{
// Hide node types related to control flow, unless it's enabled
if (!bEnableControlFlow && Class->HasMetaData("MaterialControlFlow"))
{
continue;
}
if (!bEnableNewHLSLGenerator && Class->HasMetaData("MaterialNewHLSLGenerator"))
{
continue;
}
// Hide node types that are tagged private
if(Class->HasMetaData(TEXT("Private")))
{
continue;
}
AllExpressionClasses.Add(MaterialExpression);
}
}
}
```