vault backup: 2024-10-12 17:19:45
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# HideFromModifiers
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- **功能描述:** 指定AttributeSet下的某属性不出现在GameplayEffect下的Modifiers的Attribute选择里。
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- **使用位置:** UPROPERTY
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- **引擎模块:** GAS
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- **元数据类型:** bool
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- **限制类型:** UAttributeSet下的属性
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- **关联项:** [HideInDetailsView](../HideInDetailsView/HideInDetailsView.md)
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- **常用程度:** ★★★
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指定AttributeSet下的某属性不出现在GameplayEffect下的Modifiers的Attribute选择里。
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## 测试代码:
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```cpp
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UCLASS()
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class UMyAttributeSet : public UAttributeSet
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Core")
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float HP = 100.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Core", meta = (HideInDetailsView))
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float HP_HideInDetailsView = 100.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Core", meta = (HideFromModifiers))
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float HP_HideFromModifiers = 100.f;
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};
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UCLASS()
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class UMyAttributeSetTest : public UObject
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "GAS")
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FGameplayAttribute MyAttribute;
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};
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```
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## 测试结果:
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在蓝图中创建一个GameplayEffect,然后观察其Modifiers下的Attribute选择。
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发现HP_HideFromModifiers 可以出现在正常的FGameplayAttribute 选项卡中,但不能出现在Modifiers下的Attribute选项卡里。这就是这里的作用。
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## 原理:
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在FGameplayModifierInfo的Attribute属性上有FilterMetaTag的元数据,然后取出其里面的值,最终还是传到GetAllAttributeProperties作为FilterMetaStr来过滤。因此属性上出现HideFromModifiers就不能出现。
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```cpp
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USTRUCT(BlueprintType)
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struct GAMEPLAYABILITIES_API FGameplayModifierInfo
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{
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GENERATED_USTRUCT_BODY()
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/** The Attribute we modify or the GE we modify modifies. */
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UPROPERTY(EditDefaultsOnly, Category=GameplayModifier, meta=(FilterMetaTag="HideFromModifiers"))
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FGameplayAttribute Attribute;
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};
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void FAttributePropertyDetails::CustomizeHeader( TSharedRef<IPropertyHandle> StructPropertyHandle, class FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils )
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{
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const FString& FilterMetaStr = StructPropertyHandle->GetProperty()->GetMetaData(TEXT("FilterMetaTag"));
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SNew(SGameplayAttributeWidget)
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.OnAttributeChanged(this, &FAttributePropertyDetails::OnAttributeChanged)
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.DefaultProperty(PropertyValue)
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.FilterMetaData(FilterMetaStr)
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}
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void FGameplayAttribute::GetAllAttributeProperties(TArray<FProperty*>& OutProperties, FString FilterMetaStr, bool UseEditorOnlyData)
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{}
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```
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# HideInDetailsView
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- **功能描述:** 把该UAttributeSet子类里的属性隐藏在FGameplayAttribute的选项列表里。
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- **使用位置:** UCLASS, UPROPERTY
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- **引擎模块:** GAS
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- **元数据类型:** bool
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- **限制类型:** UAttributeSet
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- **关联项:** [HideFromModifiers](../HideFromModifiers/HideFromModifiers.md), [SystemGameplayAttribute](../SystemGameplayAttribute/SystemGameplayAttribute.md)
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- **常用程度:** ★★★
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把该UAttributeSet子类里的属性隐藏在FGameplayAttribute的选项列表里。
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可用在UCLASS上隐藏掉整个类里的所有属性,也可以用在某个特定属性上只隐藏该属性。
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在源码里用到的例子是UAbilitySystemTestAttributeSet,因为其就是一个专门用来测试的AS,因此希望不影响正常的选项列表。
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## 测试代码:
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```cpp
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UCLASS()
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class UMyAttributeSet : public UAttributeSet
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Core")
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float HP = 100.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Core", meta = (HideInDetailsView))
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float HP_HideInDetailsView = 100.f;
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};
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UCLASS(meta = (HideInDetailsView))
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class UMyAttributeSet_Hide : public UAttributeSet
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Core")
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float HP = 100.f;
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};
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UCLASS()
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class UMyAttributeSetTest : public UObject
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "GAS")
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FGameplayAttribute MyAttribute;
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};
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```
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## 测试效果:
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可见只能选到UMyAttributeSet.HP属性,无法选择到UMyAttributeSet_Hide里的选项。
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## 原理:
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```cpp
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PropertyModule.RegisterCustomPropertyTypeLayout( "GameplayAttribute", FOnGetPropertyTypeCustomizationInstance::CreateStatic( &FAttributePropertyDetails::MakeInstance ) );
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void FGameplayAttribute::GetAllAttributeProperties(TArray<FProperty*>& OutProperties, FString FilterMetaStr, bool UseEditorOnlyData)
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{
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for (TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt)
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{
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if (UseEditorOnlyData)
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{
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#if WITH_EDITOR
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// Allow entire classes to be filtered globally
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if (Class->HasMetaData(TEXT("HideInDetailsView")))
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{
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continue;
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}
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#endif
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}
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for (TFieldIterator<FProperty> PropertyIt(Class, EFieldIteratorFlags::ExcludeSuper); PropertyIt; ++PropertyIt)
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{
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FProperty* Property = *PropertyIt;
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if (UseEditorOnlyData)
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{
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// Allow properties to be filtered globally (never show up)
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if (Property->HasMetaData(TEXT("HideInDetailsView")))
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{
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continue;
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}
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#endif
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}
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OutProperties.Add(Property);
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}
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}
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}
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```
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# SystemGameplayAttribute
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- **功能描述:** 把UAbilitySystemComponent子类里面的属性暴露到FGameplayAttribute 选项框里。
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- **使用位置:** UPROPERTY
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- **引擎模块:** GAS
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- **元数据类型:** bool
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- **限制类型:** UAbilitySystemComponent子类里面的属性
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- **关联项:** [HideInDetailsView](../HideInDetailsView/HideInDetailsView.md)
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- **常用程度:** ★★★
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把UAbilitySystemComponent子类里面的属性暴露到FGameplayAttribute 选项框里。
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## 源码例子:
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```cpp
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UCLASS(ClassGroup=AbilitySystem, hidecategories=(Object,LOD,Lighting,Transform,Sockets,TextureStreaming), editinlinenew, meta=(BlueprintSpawnableComponent))
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class GAMEPLAYABILITIES_API UAbilitySystemComponent : public UGameplayTasksComponent, public IGameplayTagAssetInterface, public IAbilitySystemReplicationProxyInterface
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{
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/** Internal Attribute that modifies the duration of gameplay effects created by this component */
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UPROPERTY(meta=(SystemGameplayAttribute="true"))
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float OutgoingDuration;
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/** Internal Attribute that modifies the duration of gameplay effects applied to this component */
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UPROPERTY(meta = (SystemGameplayAttribute = "true"))
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float IncomingDuration;
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}
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```
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## 测试代码:
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```cpp
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UCLASS(Blueprintable, BlueprintType)
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class UMyAbilitySystemComponent : public UAbilitySystemComponent
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "GAS")
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float MyFloat;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "GAS", meta = (SystemGameplayAttribute))
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float MyFloat_System;
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};
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UCLASS()
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class UMyAttributeSetTest : public UObject
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "GAS")
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FGameplayAttribute MyAttribute;
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};
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```
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## 测试效果:
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可见MyFloat_System可以暴露到选项列表里去。
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## 原理:
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也是在GetAllAttributeProperties判断属性上的SystemGameplayAttribute标记。
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```cpp
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void FGameplayAttribute::GetAllAttributeProperties(TArray<FProperty*>& OutProperties, FString FilterMetaStr, bool UseEditorOnlyData)
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{
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// UAbilitySystemComponent can add 'system' attributes
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if (Class->IsChildOf(UAbilitySystemComponent::StaticClass()) && !Class->ClassGeneratedBy)
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{
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for (TFieldIterator<FProperty> PropertyIt(Class, EFieldIteratorFlags::ExcludeSuper); PropertyIt; ++PropertyIt)
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{
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FProperty* Property = *PropertyIt;
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// SystemAttributes have to be explicitly tagged
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if (Property->HasMetaData(TEXT("SystemGameplayAttribute")) == false)
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{
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continue;
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}
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OutProperties.Add(Property);
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}
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}
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}
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```
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