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2024-10-12 17:19:46 +08:00
# ShowAsInputPin
- **功能描述:** 使得UMaterialExpression里的一些基础类型属性变成材质节点上的引脚。
- **使用位置:** UPROPERTY
- **引擎模块:** Material
- **元数据类型:** bool
- **限制类型:** UMaterialExpression里的属性
- **常用程度:** ★★★
使得UMaterialExpression里的一些基础类型属性变成材质节点上的引脚。
- 所谓基础类型指的是floatFVector这种常用的类型。
- 默认这些基础类型属性是不显示为引脚的。
- ShowAsInputPin 值有两个选项Primary可以直接显示出来Advanced需要展开箭头后显示。
## 测试代码:
```cpp
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = PinTest)
float MyFloat;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = PinTest, meta = (ShowAsInputPin = "Primary"))
float MyFloat_Primary;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = PinTest, meta = (ShowAsInputPin = "Advanced"))
float MyFloat_Advanced;
```
## 测试结果:
可见MyFloat没有显示在节点上。
MyFloat_Primary显示在节点上。
MyFloat_Advanced需要展开箭头后才显示出来。
![Untitled](Untitled.png)
## 原理:
遍历UMaterialExpression里的属性根据含有ShowAsInputPin 的类型来生成引脚。
```cpp
TArray<FProperty*> UMaterialExpression::GetPropertyInputs() const
{
TArray<FProperty*> PropertyInputs;
static FName OverridingInputPropertyMetaData(TEXT("OverridingInputProperty"));
static FName ShowAsInputPinMetaData(TEXT("ShowAsInputPin"));
for (TFieldIterator<FProperty> InputIt(GetClass(), EFieldIteratorFlags::IncludeSuper, EFieldIteratorFlags::ExcludeDeprecated); InputIt; ++InputIt)
{
bool bCreateInput = false;
FProperty* Property = *InputIt;
// Don't create an expression input if the property is already associated with one explicitly declared
bool bOverridingInputProperty = Property->HasMetaData(OverridingInputPropertyMetaData);
// It needs to have the 'EditAnywhere' specifier
const bool bEditAnywhere = Property->HasAnyPropertyFlags(CPF_Edit);
// It needs to be marked with a valid pin category meta data
const FString ShowAsInputPin = Property->GetMetaData(ShowAsInputPinMetaData);
const bool bShowAsInputPin = ShowAsInputPin == TEXT("Primary") || ShowAsInputPin == TEXT("Advanced");
if (!bOverridingInputProperty && bEditAnywhere && bShowAsInputPin)
{
// Check if the property type fits within the allowed widget types
FFieldClass* PropertyClass = Property->GetClass();
if (PropertyClass == FFloatProperty::StaticClass()
|| PropertyClass == FDoubleProperty::StaticClass()
|| PropertyClass == FIntProperty::StaticClass()
|| PropertyClass == FUInt32Property::StaticClass()
|| PropertyClass == FByteProperty::StaticClass()
|| PropertyClass == FBoolProperty::StaticClass()
)
{
bCreateInput = true;
}
else if (PropertyClass == FStructProperty::StaticClass())
{
FStructProperty* StructProperty = CastField<FStructProperty>(Property);
UScriptStruct* Struct = StructProperty->Struct;
if (Struct == TBaseStructure<FLinearColor>::Get()
|| Struct == TBaseStructure<FVector4>::Get()
|| Struct == TVariantStructure<FVector4d>::Get()
|| Struct == TBaseStructure<FVector>::Get()
|| Struct == TVariantStructure<FVector3f>::Get()
|| Struct == TBaseStructure<FVector2D>::Get()
)
{
bCreateInput = true;
}
}
}
if (bCreateInput)
{
PropertyInputs.Add(Property);
}
}
return PropertyInputs;
}
```