42 lines
1.7 KiB
Markdown
Raw Normal View History

2024-10-12 17:19:46 +08:00
# HideSpawnParms
- **功能描述:** 在UGamelayTask子类生成的蓝图异步节点上隐藏UGamelayTask子类继承链中某些属性。
- **使用位置:** UFUNCTION
- **元数据类型:** strings="abc"
- **关联项:** [ExposedAsyncProxy](../../ExposedAsyncProxy/ExposedAsyncProxy.md)
在UGamelayTask子类生成的蓝图异步节点上隐藏UGamelayTask子类继承链中某些属性。
HideSpawnParms 只在UK2Node_LatentGameplayTaskCall中判断因此只作用于UGameplayTask的子类。在源码中找到的唯一用法是 HideSpawnParms = "Instigator”但是其UGamelayTask子类继承链中并无该属性因此其实是不发挥作用的。
```cpp
UFUNCTION(BlueprintCallable, Meta = (HidePin = "OwningAbility", DefaultToSelf = "OwningAbility", BlueprintInternalUseOnly = "true", HideSpawnParms = "Instigator"), Category = "Ability|Tasks")
static UAbilityTask_StartAbilityState* StartAbilityState(UGameplayAbility* OwningAbility, FName StateName, bool bEndCurrentState = true);
```
保留和去掉HideSpawnParms 的蓝图的节点都为:
![Untitled](Untitled.png)
## 源码里发生的位置:
```cpp
void UK2Node_LatentGameplayTaskCall::CreatePinsForClass(UClass* InClass)
{
// Tasks can hide spawn parameters by doing meta = (HideSpawnParms="PropertyA,PropertyB")
// (For example, hide Instigator in situations where instigator is not relevant to your task)
TArray<FString> IgnorePropertyList;
{
UFunction* ProxyFunction = ProxyFactoryClass->FindFunctionByName(ProxyFactoryFunctionName);
const FString& IgnorePropertyListStr = ProxyFunction->GetMetaData(FName(TEXT("HideSpawnParms")));
if (!IgnorePropertyListStr.IsEmpty())
{
IgnorePropertyListStr.ParseIntoArray(IgnorePropertyList, TEXT(","), true);
}
}
}
```