vault backup: 2024-10-12 17:19:45

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2024-10-12 17:19:46 +08:00
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# DisplayPriority
- **功能描述:** 指定本属性在细节面板的显示顺序优先级,越小的优先级越高。
- **使用位置:** UPROPERTY
- **引擎模块:** DetailsPanel
- **元数据类型:** int32
- **常用程度:** ★★★
指定本属性在细节面板的显示顺序优先级,越小的优先级越高。
- 如果有DisplayAfter的设置则DisplayAfter的优先级更高。
- 同样的限制得是在同Category里。
## 测试代码:
```cpp
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = PriorityTest, meta = (DisplayPriority = 3))
int32 MyInt_P3 = 123;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = PriorityTest, meta = (DisplayPriority = 1))
int32 MyInt_P1 = 123;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = PriorityTest, meta = (DisplayPriority = 2))
int32 MyInt_P2 = 123;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = PriorityTest, meta = (DisplayPriority = 4,DisplayAfter="MyInt_P1"))
int32 MyInt_P4 = 123;
```
## 测试结果:
P4即使优先级比较低但因为DisplayAfter也仍然排在了P1之后。
![Untitled](Untitled.png)
## 原理:
排序的逻辑在这个函数内,自行查看就好。一个简单的插入排序算法。
```cpp
void PropertyEditorHelpers::OrderPropertiesFromMetadata(TArray<FProperty*>& Properties)
{}
```

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