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