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2024-10-12 17:19:46 +08:00
# HidePin
- **功能描述:** 用在函数调用上,指定要隐藏的参数名称,也可以隐藏返回值。可以隐藏多个参数
- **使用位置:** UFUNCTION
- **引擎模块:** Pin
- **元数据类型:** strings="abc"
- **关联项:** [InternalUseParam](../InternalUseParam/InternalUseParam.md)
- **常用程度:** ★★
源码里倒是经常发现和DefaultToSelf比较合同。既隐藏的同时又有默认值。一起合并的效果是把一个静态函数调用限制在一个参数直接为外部调用环境对象。
HidePin的值也经常是WorldContextObject
meta = (HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject")
## C++测试代码:
```cpp
UCLASS(Blueprintable, BlueprintType)
class INSIDER_API AMyFunction_HidePinfTest :public AActor
{
public:
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable)
int MyFunc_Default(FName name, float value, FString options) { return 0; }
UFUNCTION(BlueprintCallable, meta = (HidePin = "options"))
int MyFunc_HidePin(FName name, float value, FString options) { return 0; }
UFUNCTION(BlueprintCallable, meta = (InternalUseParam = "options,comment"))
int MyFunc_HidePin2(FName name, float value, FString options,FString comment) { return 0; }
UFUNCTION(BlueprintCallable, meta = (InternalUseParam = "options"))
int MyFunc_InternalUseParam(FName name, float value, FString options) { return 0; }
UFUNCTION(BlueprintCallable, meta = (HidePin = "ReturnValue"))
int MyFunc_HideReturn(FName name, float value, FString options, FString& otherReturn) { return 0; }
public:
UFUNCTION(BlueprintPure)
int MyPure_Default(FName name, float value, FString options) { return 0; }
UFUNCTION(BlueprintPure, meta = (HidePin = "options"))
int MyPure_HidePin(FName name, float value, FString options) { return 0; }
UFUNCTION(BlueprintPure, meta = (InternalUseParam = "options"))
int MyPure_InternalUseParam(FName name, float value, FString options) { return 0; }
UFUNCTION(BlueprintPure, meta = (HidePin = "ReturnValue"))
int MyPure_HideReturn(FName name, float value, FString options, FString& otherReturn) { return 0; }
public:
UFUNCTION(BlueprintCallable, meta = (InternalUseParam = "options,comment"))
int MyFunc_InternalUseParams2(FName name, float value, FString options,FString comment) { return 0; }
UFUNCTION(BlueprintCallable, meta = (InternalUseParam = "options,comment,ReturnValue"))
int MyFunc_InternalUseParams3(FName name, float value, FString options,FString comment) { return 0; }
};
```
## 蓝图测试结果:
![Untitled](Untitled.png)
可以看出BlueprintCallable和BlueprintPure其实都可以。另外ReturnValue是默认的返回值的名字也可以通过这个来隐藏掉。
## 原理:
在源码里搜索,唯一用到的是:
可以发现以下这些情况的Pin会自动被隐藏
- LatentInfo=”ParametertName”
- HidePin=”ParametertName”
- InternalUseParam=”ParametertName1, ParametertName2”可以多个
- ExpandEnumAsExecs或ExpandBoolAsExecs里面指定的PinNames
- WorldContext=”ParametertName”成员函数被调用且C++基类有实现GetWorld这时WorldContext可以自动被赋予正确的World值就不需要显示出来了。
这个函数是被CreatePinsForFunctionCall所调用用来对Function的内部Property进行筛选也就是Params+ReturnValue因此是HidePin是不能用来隐藏Target这种Pin的这种需求应该是HideSelfPin。
```cpp
// Gets a list of pins that should hidden for a given function
void FBlueprintEditorUtils::GetHiddenPinsForFunction(UEdGraph const* Graph, UFunction const* Function, TSet<FName>& HiddenPins, TSet<FName>* OutInternalPins)
{
check(Function != nullptr);
TMap<FName, FString>* MetaData = UMetaData::GetMapForObject(Function);
if (MetaData != nullptr)
{
for (TMap<FName, FString>::TConstIterator It(*MetaData); It; ++It)
{
const FName& Key = It.Key();
if (Key == FBlueprintMetadata::MD_LatentInfo)
{
HiddenPins.Add(*It.Value());
}
else if (Key == FBlueprintMetadata::MD_HidePin)
{
TArray<FString> HiddenPinNames;
It.Value().ParseIntoArray(HiddenPinNames, TEXT(","));
for (FString& HiddenPinName : HiddenPinNames)
{
HiddenPinName.TrimStartAndEndInline();
HiddenPins.Add(*HiddenPinName);
}
}
else if (Key == FBlueprintMetadata::MD_ExpandEnumAsExecs ||
Key == FBlueprintMetadata::MD_ExpandBoolAsExecs)
{
TArray<FName> EnumPinNames;
UK2Node_CallFunction::GetExpandEnumPinNames(Function, EnumPinNames);
for (const FName& EnumName : EnumPinNames)
{
HiddenPins.Add(EnumName);
}
}
else if (Key == FBlueprintMetadata::MD_InternalUseParam)
{
TArray<FString> HiddenPinNames;
It.Value().ParseIntoArray(HiddenPinNames, TEXT(","));
for (FString& HiddenPinName : HiddenPinNames)
{
HiddenPinName.TrimStartAndEndInline();
FName HiddenPinFName(*HiddenPinName);
HiddenPins.Add(HiddenPinFName);
if (OutInternalPins)
{
OutInternalPins->Add(HiddenPinFName);
}
}
}
else if (Key == FBlueprintMetadata::MD_WorldContext)
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
if(!K2Schema->IsStaticFunctionGraph(Graph))
{
bool bHasIntrinsicWorldContext = false;
UBlueprint const* CallingContext = FindBlueprintForGraph(Graph);
if (CallingContext && CallingContext->ParentClass)
{
UClass* NativeOwner = CallingContext->ParentClass;
while(NativeOwner && !NativeOwner->IsNative())
{
NativeOwner = NativeOwner->GetSuperClass();
}
if(NativeOwner)
{
bHasIntrinsicWorldContext = NativeOwner->GetDefaultObject()->ImplementsGetWorld();
}
}
// if the blueprint has world context that we can lookup with "self",
// then we can hide this pin (and default it to self)
if (bHasIntrinsicWorldContext)
{
HiddenPins.Add(*It.Value());
}
}
}
}
}
}
```