59 lines
2.2 KiB
Markdown
59 lines
2.2 KiB
Markdown
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# SkipUCSModifiedProperties
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- **功能描述:** 跳过序列化Component里某个属性
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- **使用位置:** UPROPERTY
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- **引擎模块:** Serialization
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- **元数据类型:** bool
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- **限制类型:** ActorComponent下的属性
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- **常用程度:** 0
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## 原理:
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只在ActorComponent.cpp里用到,感觉是用于跳过序列化某个属性。
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也只在UPrimitiveComponent 里的BodyInstance用到。物理的表示信息是运行时生成的,确实不需要序列化。但其实标一个Transient也就可以了,只能说是混乱的用法了。
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SimpleConstructionScript指的是这个组件是在Actor的蓝图面板里添加进去的,而不是再蓝图通过AddComponent里动态添加的。
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```cpp
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UCLASS(abstract, HideCategories=(Mobility, VirtualTexture), ShowCategories=(PhysicsVolume), MinimalAPI)
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class UPrimitiveComponent : public USceneComponent, public INavRelevantInterface, public IInterface_AsyncCompilation, public IPhysicsComponent
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{
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Collision, meta=(ShowOnlyInnerProperties, SkipUCSModifiedProperties))
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FBodyInstance BodyInstance;
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}
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void UActorComponent::DetermineUCSModifiedProperties()
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{
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if (CreationMethod == EComponentCreationMethod::SimpleConstructionScript)
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{
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//TMap<UActorComponent*, TArray<FSimpleMemberReference>> AllUCSModifiedProperties;
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//把组件里和CDO不一样的属性存到AllUCSModifiedProperties里
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class FComponentPropertySkipper : public FArchive
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{
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public:
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FComponentPropertySkipper()
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: FArchive()
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{
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this->SetIsSaving(true);
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// Include properties that would normally skip tagged serialization (e.g. bulk serialization of array properties).
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ArPortFlags |= PPF_ForceTaggedSerialization;
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}
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virtual bool ShouldSkipProperty(const FProperty* InProperty) const override
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{
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static const FName MD_SkipUCSModifiedProperties(TEXT("SkipUCSModifiedProperties"));
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return (InProperty->HasAnyPropertyFlags(CPF_Transient)
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|| !InProperty->HasAnyPropertyFlags(CPF_Edit | CPF_Interp)
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|| InProperty->IsA<FMulticastDelegateProperty>()
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#if WITH_EDITOR
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|| InProperty->HasMetaData(MD_SkipUCSModifiedProperties)
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#endif
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);
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}
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} PropertySkipper;
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}
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}
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```
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