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2024-10-12 17:19:46 +08:00
# NotPlaceable
- **功能描述:** 标明该Actor不可被放置在关卡里
- **引擎模块:** Behavior
- **元数据类型:** bool
- **作用机制:** 在ClassFlags中添加[CLASS_NotPlaceable](../../../../Flags/EClassFlags/CLASS_NotPlaceable.md)
- **关联项:** Placeable (Placeable.md)
- **常用程度:★★★**
标明该Actor不可被放置在关卡里没法拖放到场景里。使继承自基类的Placeable说明符无效。会在ClassFlagss里标记上CLASS_NotPlaceable这个标记是可以继承的意味着其所有的子类默认都不可放置。例如AWorldSettings其实就是一个notplaceable的Actor。
但是注意该类依然可以通过SpawnActor动态生成到关卡中。
NotPlaceable的类是不出现在PlaceMode的类选择里去的。
## 示例代码:
```cpp
UCLASS(Blueprintable,BlueprintType, NotPlaceable)
class INSIDER_API AMyActor_NotPlaceable :public AActor
{
GENERATED_BODY()
};
```
## 示例效果:
拖动到场景里会发现不能创建Actor。
![Untitled](Untitled.png)
## 原理:
如果直接是C++类AMyActor_NotPlaceable 是可以直接从ContentBrowser拖到场景里去的。看源码可知只有BP继承下来的子类才有受到这个限制。
```cpp
TArray<AActor*> FLevelEditorViewportClient::TryPlacingActorFromObject( ULevel* InLevel, UObject* ObjToUse, bool bSelectActors, EObjectFlags ObjectFlags, UActorFactory* FactoryToUse, const FName Name, const FViewportCursorLocation* Cursor )
{
bool bPlace = true;
if (ObjectClass->IsChildOf(UBlueprint::StaticClass()))
{
UBlueprint* BlueprintObj = StaticCast<UBlueprint*>(ObjToUse);
bPlace = BlueprintObj->GeneratedClass != NULL;
if(bPlace)
{
check(BlueprintObj->ParentClass == BlueprintObj->GeneratedClass->GetSuperClass());
if (BlueprintObj->GeneratedClass->HasAnyClassFlags(CLASS_NotPlaceable | CLASS_Abstract))
{
bPlace = false;
}
}
}
if (bPlace)
{
PlacedActor = FActorFactoryAssetProxy::AddActorForAsset( ObjToUse, bSelectActors, ObjectFlags, FactoryToUse, Name );
if ( PlacedActor != NULL )
{
PlacedActors.Add(PlacedActor);
PlacedActor->PostEditMove(true);
}
}
}
```