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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