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2024-10-12 17:19:46 +08:00
# CustomizeProperty
- **功能描述:** 使用在FAnimNode的成员属性上告诉编辑器不要为它生成默认Details面板控件后续会在DetailsCustomization里自定义创建相应的编辑控件。
- **使用位置:** UPROPERTY
- **引擎模块:** AnimationGraph
- **元数据类型:** bool
- **限制类型:** FAnimNode里的属性
- **常用程度:** ★
使用在FAnimNode的成员属性上告诉编辑器不要为它生成默认Details面板控件后续会在DetailsCustomization里自定义创建相应的编辑控件。
和AllowEditInlineCustomization的作用有点像都只是做个标记提示编辑器会在别的地方进行自定义不用为它生成默认Details面板控件。
## 源码中例子:
在源码里能见到挺多例子常见的就是在AnimBP中的节点上的属性其在细节面板需要专门的定制化编辑。最常见的例子是Slot这个节点其SlotName只是个FString类型但是在细节面板里显示的却是个ComboString。这是因为它标上了CustomizeProperty告知默认的动画节点细节面板生成器*FAnimGraphNodeDetails先不要为这个属性创建编辑控件之后会在自己的定制化FAnimGraphNodeSlotDetails里为SlotName再创建自定义UI。
```cpp
struct FAnimNode_Slot : public FAnimNode_Base
{
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Settings, meta=(CustomizeProperty))
FName SlotName;
}
void FPersonaModule::CustomizeBlueprintEditorDetails(const TSharedRef<class IDetailsView>& InDetailsView, FOnInvokeTab InOnInvokeTab)
{
InDetailsView->RegisterInstancedCustomPropertyLayout(UAnimGraphNode_Slot::StaticClass(),
FOnGetDetailCustomizationInstance::CreateStatic(&FAnimGraphNodeSlotDetails::MakeInstance, InOnInvokeTab));
InDetailsView->SetExtensionHandler(MakeShared<FAnimGraphNodeBindingExtension>());
}
```
## 测试代码:
```cpp
USTRUCT(BlueprintInternalUseOnly)
struct INSIDER_API FAnimNode_MyCustomProperty : public FAnimNode_Base
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = CustomProperty)
FString MyString_Default;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = CustomProperty, meta = (CustomizeProperty))
FString MyString_CustomizeProperty;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = CustomProperty, meta = (CustomizeProperty))
FString MyString_CustomizeProperty_Other;
};
UCLASS()
class INSIDEREDITOR_API UAnimGraphNode_MyCustomProperty : public UAnimGraphNode_Base
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category = Settings)
FAnimNode_MyCustomProperty Node;
};
//再创建一个定制化生成自定义UI
void FMyAnimNode_MyCustomPropertyCustomization::CustomizeDetails(class IDetailLayoutBuilder& DetailBuilder)
{
TSharedPtr<IPropertyHandle> PropertyHandle = DetailBuilder.GetProperty(TEXT("Node.MyString_CustomProperty"));
//Just for test
ComboListItems.Empty();
ComboListItems.Add(MakeShareable(new FString(TEXT("First"))));
ComboListItems.Add(MakeShareable(new FString(TEXT("Second"))));
ComboListItems.Add(MakeShareable(new FString(TEXT("Third"))));
const TSharedPtr<FString> ComboBoxSelectedItem = ComboListItems[0];
IDetailCategoryBuilder& Group = DetailBuilder.EditCategory(TEXT("CustomProperty"));
Group.AddCustomRow(INVTEXT("CustomProperty"))
.NameContent()
[
PropertyHandle->CreatePropertyNameWidget()
]
.ValueContent()
[
SNew(STextComboBox)
.OptionsSource(&ComboListItems)
.InitiallySelectedItem(ComboBoxSelectedItem)
.ContentPadding(2.f)
.ToolTipText(FText::FromString(*ComboBoxSelectedItem))
];
}
//注册定制化
PropertyModule.RegisterCustomClassLayout(TEXT("AnimGraphNode_MyCustomProperty"), FOnGetDetailCustomizationInstance::CreateStatic(&FMyAnimNode_MyCustomPropertyCustomization::MakeInstance));
```
## 测试效果:
SlotName的效果如右侧所示。
我们自己模仿的例子可见MyString_Default依然只是个默认String而MyString_CustomizeProperty则为它创建了自定义UI。
作为对比MyString_CustomizeProperty_Other我们标上了CustomizeProperty但是没有为它创建UI则没有显示出来说明引擎默认的机制因此就把它的UI默认创建流程给跳过了。
![Untitled](Untitled.png)
## 原理:
CustomizeProperty其实会会改变Pin的bPropertyIsCustomized 属性GetRecordDefaults中体现然后在创建流程的过程中不创建默认的widget这个可见CustomizeDetails中的bPropertyIsCustomized判断得知。
```cpp
void FAnimBlueprintNodeOptionalPinManager::GetRecordDefaults(FProperty* TestProperty, FOptionalPinFromProperty& Record) const
{
const UAnimationGraphSchema* Schema = GetDefault<UAnimationGraphSchema>();
// Determine if this is a pose or array of poses
FArrayProperty* ArrayProp = CastField<FArrayProperty>(TestProperty);
FStructProperty* StructProp = CastField<FStructProperty>(ArrayProp ? ArrayProp->Inner : TestProperty);
const bool bIsPoseInput = (StructProp && StructProp->Struct->IsChildOf(FPoseLinkBase::StaticStruct()));
//@TODO: Error if they specified two or more of these flags
const bool bAlwaysShow = TestProperty->HasMetaData(Schema->NAME_AlwaysAsPin) || bIsPoseInput;
const bool bOptional_ShowByDefault = TestProperty->HasMetaData(Schema->NAME_PinShownByDefault);
const bool bOptional_HideByDefault = TestProperty->HasMetaData(Schema->NAME_PinHiddenByDefault);
const bool bNeverShow = TestProperty->HasMetaData(Schema->NAME_NeverAsPin);
const bool bPropertyIsCustomized = TestProperty->HasMetaData(Schema->NAME_CustomizeProperty);
const bool bCanTreatPropertyAsOptional = CanTreatPropertyAsOptional(TestProperty);
Record.bCanToggleVisibility = bCanTreatPropertyAsOptional && (bOptional_ShowByDefault || bOptional_HideByDefault);
Record.bShowPin = bAlwaysShow || bOptional_ShowByDefault;
Record.bPropertyIsCustomized = bPropertyIsCustomized;
}
//这个是在AnimBP中选中一个节点然后在右侧细节面板中的属性
void FAnimGraphNodeDetails::CustomizeDetails(class IDetailLayoutBuilder& DetailBuilder)
{
// sometimes because of order of customization
// this gets called first for the node you'd like to customize
// then the above statement won't work
// so you can mark certain property to have meta data "CustomizeProperty"
// which will trigger below statement
if (OptionalPin.bPropertyIsCustomized)
{
continue;
}
TSharedRef<SWidget> InternalCustomWidget = CreatePropertyWidget(TargetProperty, TargetPropertyHandle.ToSharedRef(), AnimGraphNode->GetClass());
}
```