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2024-10-12 17:19:46 +08:00
# AllowedLocators
- **功能描述:** 用来给Sequencer定位可绑定的对象
- **使用位置:** UPROPERTY
- **引擎模块:** Scene
- **元数据类型:** string="abc"
- **限制类型:** FUniversalObjectLocator
- **常用程度:** ★
用来给Sequencer定位可绑定的对象。
看起来是Sequencer用来定位Actor做属性绑定的辅助定位器。只用在FUniversalObjectLocator 这个写好的属性里一般我们用不到去扩展这部分因此只是OnlyInternal。
## 源码中搜索得到:
```cpp
// Helper struct for Binding Properties UI for locators.
USTRUCT()
struct FMovieSceneUniversalLocatorInfo
{
GENERATED_BODY()
// Locator for the entry
UPROPERTY(EditAnywhere, Category = "Default", meta=(AllowedLocators="Actor"))
FUniversalObjectLocator Locator;
// Flags for how to resolve the locator
UPROPERTY()
ELocatorResolveFlags ResolveFlags = ELocatorResolveFlags::None;
};
```
看起来是允许定位的对象类型。
## 原理:
```cpp
TMap<FName, TSharedPtr<ILocatorEditor>> ApplicableLocators;
void FUniversalObjectLocatorCustomization::CustomizeHeader(TSharedRef<IPropertyHandle> StructPropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils)
{
TArray<FString> AllowedTypes;
if (PropertyHandle->HasMetaData("AllowedLocators"))
{
PropertyHandle->GetMetaData("AllowedLocators").ParseIntoArray(AllowedTypes, TEXT(","));
}
}
FUniversalObjectLocatorEditorModule& Module = FModuleManager::Get().LoadModuleChecked<FUniversalObjectLocatorEditorModule>("UniversalObjectLocatorEditor");
for (TPair<FName, TSharedPtr<ILocatorEditor>> Pair : Module.LocatorEditors)
{
if (AllowedTypes.Num() == 0 || AllowedTypes.Contains(Pair.Key.ToString()))
{
ApplicableLocators.Add(Pair.Key, Pair.Value);
}
}
```