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2024-10-12 17:19:46 +08:00
# BlueprintInternalUseOnlyHierarchical
- **功能描述:** 在BlueprintInternalUseOnly的基础上增加了子类也不能定义新BP变量的限制。
- **元数据类型:** bool
- **引擎模块:** Blueprint
- **作用机制:** 在Meta中加入[BlueprintInternalUseOnlyHierarchical](../../../Meta/Blueprint/BlueprintInternalUseOnlyHierarchical.md)
- **常用程度:★**
在BlueprintInternalUseOnly的基础上增加了子类也不能定义新BP变量的限制。
目前只找到一个用处但是也依然没有子类。如果我们在C++中定义新的子类则所有的子类都不能定义变量。注意和FTableRowBase的区别是FTableRowBase的子类依然可以定义新变量因为FTableRowBase的BlueprintInternalUseOnly标记只作用于自己。
## 示例代码:
```cpp
USTRUCT(BlueprintInternalUseOnlyHierarchical)
struct GAMEPLAYABILITIESEDITOR_API FGameplayAbilityAuditRow : public FTableRowBase
{}
USTRUCT(BlueprintInternalUseOnly)
struct FTableRowBase
{}
```
## 原理:
只在这个地方用到GetBoolMetaDataHierarchical会检查结构的所有父类测试是否含有某个标记。所以只要有一个父类有一个这个标记就不能定义新变量。
```cpp
bool UEdGraphSchema_K2::IsAllowableBlueprintVariableType(const UScriptStruct* InStruct, const bool bForInternalUse)
{
if (const UUserDefinedStruct* UDStruct = Cast<const UUserDefinedStruct>(InStruct))
{
if (EUserDefinedStructureStatus::UDSS_UpToDate != UDStruct->Status.GetValue())
{
return false;
}
// User-defined structs are always allowed as BP variable types.
return true;
}
// struct needs to be marked as BP type
if (InStruct && InStruct->GetBoolMetaDataHierarchical(FBlueprintMetadata::MD_AllowableBlueprintVariableType))
{
// for internal use, all BP types are allowed
if (bForInternalUse)
{
return true;
}
// for user-facing use case, only allow structs that don't have the internal-use-only tag
// struct itself should not be tagged
if (!InStruct->GetBoolMetaData(FBlueprintMetadata::MD_BlueprintInternalUseOnly))
{
// struct's base structs should not be tagged
if (!InStruct->GetBoolMetaDataHierarchical(FBlueprintMetadata::MD_BlueprintInternalUseOnlyHierarchical))
{
return true;
}
}
}
return false;
}
```