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

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# DataTablePin
- **功能描述:** 指定一个函数参数为DataTable或CurveTable类型以便为FName的其他参数提供RowNameList的选择。
- **使用位置:** UFUNCTION
- **引擎模块:** Pin
- **元数据类型:** string="abc"
- **限制类型:** DataTableCurveTable
- **常用程度:** ★★
指定一个函数参数为UDataTable类型这样就可以加载根据DataTable里的数据为RowName提供一个List来选择而不是手填。支持的类型是DataTable和CurveTable
如果是DataTablePin则会采用UK2Node_CallDataTableFunction来生成蓝图节点以便在DataTable Pin连接参数改变的时候触发RowNameList的刷新。
UK2Node_GetDataTableRow也是一个单独的蓝图节点。
但是发现RowName并没有用meta指定但是有判断函数的参数如果类型是FName就会把它当作RowName来看待。这么简单粗糙的判断也是因为其并不打算把这个Meta给用户使用。因此实际上函数里可以有多个FName的参数都会被自动的赋予RowNameList
在源码中用的地方只有UDataTableFunctionLibrary
```cpp
UFUNCTION(BlueprintCallable, Category = "DataTable", meta = (ExpandEnumAsExecs="OutResult", DataTablePin="CurveTable"))
static ENGINE_API void EvaluateCurveTableRow(UCurveTable* CurveTable, FName RowName, float InXY, TEnumAsByte<EEvaluateCurveTableResult::Type>& OutResult, float& OutXY,const FString& ContextString);
```
## 测试代码:
```cpp
UFUNCTION(BlueprintCallable, meta = (DataTablePin="CurveTable"))
static void GetMyCurveTableRow(UCurveTable* CurveTable, FName MyRowName, float InXY, float& OutXY,const FString& ContextString){}
UFUNCTION(BlueprintCallable, meta = (DataTablePin="TargetTable"))
static bool HasMyDataTableRow(UDataTable* TargetTable, FName MyRowName,FName OtherRowName){return false;}
```
## 蓝图效果:
左侧为自己定义的函数节点可以看见左侧的蓝图节点上的Name都变成了CurveTable和DataTable里的RowNameList即使这些FName参数并没有什么特殊指定但是蓝图系统里自动识别到FName类型并改变了实际的Pin Widget.
![Untitled](Untitled.png)
## 原理:
如果发现FName节点会去尝试找DataTablePin然后根据DataTablePin的类型来改变FName类型的Pin类型。
```cpp
TSharedPtr<class SGraphPin> FBlueprintGraphPanelPinFactory::CreatePin(class UEdGraphPin* InPin) const
{
if (InPin->PinType.PinCategory == UEdGraphSchema_K2::PC_Name)
{
UObject* Outer = InPin->GetOuter();
// Create drop down combo boxes for DataTable and CurveTable RowName pins
const UEdGraphPin* DataTablePin = nullptr;
if (Outer->IsA(UK2Node_CallFunction::StaticClass()))
{
const UK2Node_CallFunction* CallFunctionNode = CastChecked<UK2Node_CallFunction>(Outer);
if (CallFunctionNode)
{
const UFunction* FunctionToCall = CallFunctionNode->GetTargetFunction();
if (FunctionToCall)
{
const FString& DataTablePinName = FunctionToCall->GetMetaData(FBlueprintMetadata::MD_DataTablePin);
DataTablePin = CallFunctionNode->FindPin(DataTablePinName);
}
}
}
else if (Outer->IsA(UK2Node_GetDataTableRow::StaticClass()))
{
const UK2Node_GetDataTableRow* GetDataTableRowNode = CastChecked<UK2Node_GetDataTableRow>(Outer);
DataTablePin = GetDataTableRowNode->GetDataTablePin();
}
if (DataTablePin)
{
if (DataTablePin->DefaultObject != nullptr && DataTablePin->LinkedTo.Num() == 0)
{
if (auto DataTable = Cast<UDataTable>(DataTablePin->DefaultObject))
{
return SNew(SGraphPinDataTableRowName, InPin, DataTable);
}
if (DataTablePin->DefaultObject->IsA(UCurveTable::StaticClass()))
{
UCurveTable* CurveTable = (UCurveTable*)DataTablePin->DefaultObject;
if (CurveTable)
{
TArray<TSharedPtr<FName>> RowNames;
/** Extract all the row names from the RowMap */
for (TMap<FName, FRealCurve*>::TConstIterator Iterator(CurveTable->GetRowMap()); Iterator; ++Iterator)
{
/** Create a simple array of the row names */
TSharedPtr<FName> RowNameItem = MakeShareable(new FName(Iterator.Key()));
RowNames.Add(RowNameItem);
}
return SNew(SGraphPinNameList, InPin, RowNames);
}
}
}
}
}
return nullptr;
}
```

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# DisableSplitPin
- **功能描述:** 禁用Struct的split功能
- **使用位置:** USTRUCT
- **引擎模块:** Pin
- **元数据类型:** bool
- **常用程度:** ★★
对于某些Struct特别是只有一个成员变量的结构有时候如果按照默认的展开则会显得很怪。这个时候就希望能够禁用掉这个功能。但是注意依然可以手动在蓝图里Break来访问成员变量。如果在蓝图里也不想暴露成员变量访问那应该在UPROPERTY上不能加BlueprintReadWrite/BlueprintReadOnly
在源码里搜索如FGameplayTagFPostProcessSettingsFSlatePostSettings
## 测试代码:
```cpp
USTRUCT(BlueprintType, meta = (DisableSplitPin))
struct INSIDER_API FMyStruct_DisableSplitPin
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float MyFloat;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FString MyString;
};
USTRUCT(BlueprintType)
struct INSIDER_API FMyStruct_WithSplitPin
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float MyFloat;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FString MyString;
};
```
![Untitled](Untitled.png)
允许的对比
![Untitled](Untitled%201.png)

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# HiddenByDefault
- **功能描述:** Struct的Make Struct和Break Struct节点中的引脚默认为隐藏状态
- **使用位置:** USTRUCT
- **引擎模块:** Pin
- **元数据类型:** bool
- **常用程度:** ★
## 测试代码:
```cpp
//(BlueprintType = true, HiddenByDefault = , ModuleRelativePath = Struct/MyStruct_HiddenByDefault.h)
USTRUCT(BlueprintType, meta = (HiddenByDefault))
struct INSIDER_API FMyStruct_HiddenByDefault
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float MyFloat;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FString MyString;
};
USTRUCT(BlueprintType)
struct INSIDER_API FMyStruct_NotHidden
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float MyFloat;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FString MyString;
};
```
## 蓝图结果:
![Untitled](Untitled.png)
所谓隐藏,指的是在节点的细节面板里需要手动选择某些属性。而不是像默认的一样一开始就全部自动打开。
![Untitled](Untitled%201.png)

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# HidePin
- **功能描述:** 用在函数调用上,指定要隐藏的参数名称,也可以隐藏返回值。可以隐藏多个参数
- **使用位置:** UFUNCTION
- **引擎模块:** Pin
- **元数据类型:** strings="abc"
- **关联项:** [InternalUseParam](../InternalUseParam/InternalUseParam.md)
- **常用程度:** ★★
源码里倒是经常发现和DefaultToSelf比较合同。既隐藏的同时又有默认值。一起合并的效果是把一个静态函数调用限制在一个参数直接为外部调用环境对象。
HidePin的值也经常是WorldContextObject
meta = (HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject")
## C++测试代码:
```cpp
UCLASS(Blueprintable, BlueprintType)
class INSIDER_API AMyFunction_HidePinfTest :public AActor
{
public:
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable)
int MyFunc_Default(FName name, float value, FString options) { return 0; }
UFUNCTION(BlueprintCallable, meta = (HidePin = "options"))
int MyFunc_HidePin(FName name, float value, FString options) { return 0; }
UFUNCTION(BlueprintCallable, meta = (InternalUseParam = "options,comment"))
int MyFunc_HidePin2(FName name, float value, FString options,FString comment) { return 0; }
UFUNCTION(BlueprintCallable, meta = (InternalUseParam = "options"))
int MyFunc_InternalUseParam(FName name, float value, FString options) { return 0; }
UFUNCTION(BlueprintCallable, meta = (HidePin = "ReturnValue"))
int MyFunc_HideReturn(FName name, float value, FString options, FString& otherReturn) { return 0; }
public:
UFUNCTION(BlueprintPure)
int MyPure_Default(FName name, float value, FString options) { return 0; }
UFUNCTION(BlueprintPure, meta = (HidePin = "options"))
int MyPure_HidePin(FName name, float value, FString options) { return 0; }
UFUNCTION(BlueprintPure, meta = (InternalUseParam = "options"))
int MyPure_InternalUseParam(FName name, float value, FString options) { return 0; }
UFUNCTION(BlueprintPure, meta = (HidePin = "ReturnValue"))
int MyPure_HideReturn(FName name, float value, FString options, FString& otherReturn) { return 0; }
public:
UFUNCTION(BlueprintCallable, meta = (InternalUseParam = "options,comment"))
int MyFunc_InternalUseParams2(FName name, float value, FString options,FString comment) { return 0; }
UFUNCTION(BlueprintCallable, meta = (InternalUseParam = "options,comment,ReturnValue"))
int MyFunc_InternalUseParams3(FName name, float value, FString options,FString comment) { return 0; }
};
```
## 蓝图测试结果:
![Untitled](Untitled.png)
可以看出BlueprintCallable和BlueprintPure其实都可以。另外ReturnValue是默认的返回值的名字也可以通过这个来隐藏掉。
## 原理:
在源码里搜索,唯一用到的是:
可以发现以下这些情况的Pin会自动被隐藏
- LatentInfo=”ParametertName”
- HidePin=”ParametertName”
- InternalUseParam=”ParametertName1, ParametertName2”可以多个
- ExpandEnumAsExecs或ExpandBoolAsExecs里面指定的PinNames
- WorldContext=”ParametertName”成员函数被调用且C++基类有实现GetWorld这时WorldContext可以自动被赋予正确的World值就不需要显示出来了。
这个函数是被CreatePinsForFunctionCall所调用用来对Function的内部Property进行筛选也就是Params+ReturnValue因此是HidePin是不能用来隐藏Target这种Pin的这种需求应该是HideSelfPin。
```cpp
// Gets a list of pins that should hidden for a given function
void FBlueprintEditorUtils::GetHiddenPinsForFunction(UEdGraph const* Graph, UFunction const* Function, TSet<FName>& HiddenPins, TSet<FName>* OutInternalPins)
{
check(Function != nullptr);
TMap<FName, FString>* MetaData = UMetaData::GetMapForObject(Function);
if (MetaData != nullptr)
{
for (TMap<FName, FString>::TConstIterator It(*MetaData); It; ++It)
{
const FName& Key = It.Key();
if (Key == FBlueprintMetadata::MD_LatentInfo)
{
HiddenPins.Add(*It.Value());
}
else if (Key == FBlueprintMetadata::MD_HidePin)
{
TArray<FString> HiddenPinNames;
It.Value().ParseIntoArray(HiddenPinNames, TEXT(","));
for (FString& HiddenPinName : HiddenPinNames)
{
HiddenPinName.TrimStartAndEndInline();
HiddenPins.Add(*HiddenPinName);
}
}
else if (Key == FBlueprintMetadata::MD_ExpandEnumAsExecs ||
Key == FBlueprintMetadata::MD_ExpandBoolAsExecs)
{
TArray<FName> EnumPinNames;
UK2Node_CallFunction::GetExpandEnumPinNames(Function, EnumPinNames);
for (const FName& EnumName : EnumPinNames)
{
HiddenPins.Add(EnumName);
}
}
else if (Key == FBlueprintMetadata::MD_InternalUseParam)
{
TArray<FString> HiddenPinNames;
It.Value().ParseIntoArray(HiddenPinNames, TEXT(","));
for (FString& HiddenPinName : HiddenPinNames)
{
HiddenPinName.TrimStartAndEndInline();
FName HiddenPinFName(*HiddenPinName);
HiddenPins.Add(HiddenPinFName);
if (OutInternalPins)
{
OutInternalPins->Add(HiddenPinFName);
}
}
}
else if (Key == FBlueprintMetadata::MD_WorldContext)
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
if(!K2Schema->IsStaticFunctionGraph(Graph))
{
bool bHasIntrinsicWorldContext = false;
UBlueprint const* CallingContext = FindBlueprintForGraph(Graph);
if (CallingContext && CallingContext->ParentClass)
{
UClass* NativeOwner = CallingContext->ParentClass;
while(NativeOwner && !NativeOwner->IsNative())
{
NativeOwner = NativeOwner->GetSuperClass();
}
if(NativeOwner)
{
bHasIntrinsicWorldContext = NativeOwner->GetDefaultObject()->ImplementsGetWorld();
}
}
// if the blueprint has world context that we can lookup with "self",
// then we can hide this pin (and default it to self)
if (bHasIntrinsicWorldContext)
{
HiddenPins.Add(*It.Value());
}
}
}
}
}
}
```

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# HideSelfPin
- **功能描述:** 用在函数调用上隐藏默认的SelfPin也就是Target导致该函数只能在OwnerClass内调用。
- **使用位置:** UFUNCTION
- **引擎模块:** Pin
- **元数据类型:** bool
- **常用程度:** ★★
用在函数调用上隐藏默认的SelfPin也就是Target导致该函数只能在OwnerClass内调用。
注释里说通常与 DefaultToSelf 说明符共用。但是实际上在源码里没找到例子。
和HidePin以及InternalUseParam比较类似不过后者可以隐藏其他参数HideSelfPin只能隐藏SelfPin
## 逻辑代码:
可以看出SelfPin的bHidden 与否,受到一些情况的影响:
1. 如果是Static 函数蓝图函数库里的函数或者C++里的静态函数因为默认不需要Target来调用则默认就隐藏起SelfPin.
2. 如果函数上带有HideSelfPin标记则默认也隐藏且不可在外部连接导致该函数只能在本类内调用。
3. 如果函数是BlueprintPure函数且当前是在OwnerClass内调用则不需要显示SelfPin。
4. 在源码里只找到这一个地方的判断和应用。因此可以认为HidleSelfPin只隐藏Self意思是只隐藏类成员函数被调用时候的This指针就是Self也就是Target)但不会隐藏Static函数被调用时候的参数哪怕这个参数被DefaultToSelf标识。被DefaultToSelf标志只意味着这个参数的默认值为外部调用环境的Self值并不是指这个函数节点上的SelfPin静态函数的SelfPin总是隐藏的。被DefaultToSelf标识的那个参数虽然值等于Self但并不是SelfPin.
```cpp
bool UK2Node_CallFunction::CreatePinsForFunctionCall(const UFunction* Function)
{
//...
if (bIsStaticFunc)
{
// For static methods, wire up the self to the CDO of the class if it's not us
if (!bIsFunctionCompatibleWithSelf)
{
UClass* AuthoritativeClass = FunctionOwnerClass->GetAuthoritativeClass();
SelfPin->DefaultObject = AuthoritativeClass->GetDefaultObject();
}
// Purity doesn't matter with a static function, we can always hide the self pin since we know how to call the method
SelfPin->bHidden = true;
}
else
{
if (Function->GetBoolMetaData(FBlueprintMetadata::MD_HideSelfPin))
{
SelfPin->bHidden = true;
SelfPin->bNotConnectable = true;
}
else
{
// Hide the self pin if the function is compatible with the blueprint class and pure (the !bIsConstFunc portion should be going away soon too hopefully)
SelfPin->bHidden = (bIsFunctionCompatibleWithSelf && bIsPureFunc && !bIsConstFunc);
}
}
}
```
## C++测试代码:
```cpp
UCLASS()
class INSIDER_API UMyFunctionLibrary_SelfPinTest :public UBlueprintFunctionLibrary
{
GENERATED_BODY()
UFUNCTION(BlueprintPure,meta=(DefaultToSelf="myOwner",hidePin="myOwner"))
static FString PrintProperty_HasDefaultToSelf_ButHide(UObject* myOwner,FName propertyName);
UFUNCTION(BlueprintPure,meta=(DefaultToSelf="myOwner",HideSelfPin="true"))
static FString PrintProperty_HasDefaultToSelf_AndHideSelf(UObject* myOwner,FName propertyName);
UFUNCTION(BlueprintPure,meta=(DefaultToSelf="myOwner",InternalUseParam="myOwner"))
static FString PrintProperty_HasDefaultToSelf_ButInternal(UObject* myOwner,FName propertyName);
};
UCLASS(Blueprintable, BlueprintType)
class INSIDER_API AMyFunction_HideSelfTest :public AActor
{
public:
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable)
void MyFunc_Default(int value){}
UFUNCTION(BlueprintCallable,meta=(HideSelfPin="true"))
void MyFunc_HideSelfPin(int value){}
};
```
## 蓝图里测试效果:
从第一个图可以看到HideSelfPin用在Static函数并无效果。而InternalUseParam可以隐藏引脚。
![Untitled](Untitled.png)
而对于类成员函数的测试结果可以看出:
- 在类内部调用的时候self可以被隐藏起来但都可以调用。二者的区别是MyFunc_Default这个默认的版本也可以接受同类型的AMyFunction_HideSelfTest 不同对象实例来调用。而MyFunc_HideSelfPin只能被当前的对象来调用。
- 而在左侧关卡蓝图中通过一个AMyFunction_HideSelfTest 对象尝试调用这两个函数可以发现MyFunc_Default可以调用而MyFunc_HideSelfPin这个函数节点就无法被创建出来。就算用复制粘贴的方法硬创造出来也因为失去了Self这个Target Pin而无法连接从而无法调用。
![Untitled](Untitled%201.png)

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# InternalUseParam
- **功能描述:** 用在函数调用上,指定要隐藏的参数名称,也可以隐藏返回值。可以隐藏多个参数
- **使用位置:** UFUNCTION
- **引擎模块:** Pin
- **元数据类型:** strings="abc"
- **关联项:** [HidePin](../HidePin/HidePin.md)
- **常用程度:** ★★
该元数据和HidePin是等价的。
## C++测试代码:
```cpp
UCLASS(Blueprintable, BlueprintType)
class INSIDER_API AMyFunction_HidePinfTest :public AActor
{
public:
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable)
int MyFunc_Default(FName name, float value, FString options) { return 0; }
UFUNCTION(BlueprintCallable, meta = (HidePin = "options"))
int MyFunc_HidePin(FName name, float value, FString options) { return 0; }
UFUNCTION(BlueprintCallable, meta = (InternalUseParam = "options,comment"))
int MyFunc_HidePin2(FName name, float value, FString options,FString comment) { return 0; }
UFUNCTION(BlueprintCallable, meta = (InternalUseParam = "options"))
int MyFunc_InternalUseParam(FName name, float value, FString options) { return 0; }
UFUNCTION(BlueprintCallable, meta = (HidePin = "ReturnValue"))
int MyFunc_HideReturn(FName name, float value, FString options, FString& otherReturn) { return 0; }
public:
UFUNCTION(BlueprintPure)
int MyPure_Default(FName name, float value, FString options) { return 0; }
UFUNCTION(BlueprintPure, meta = (HidePin = "options"))
int MyPure_HidePin(FName name, float value, FString options) { return 0; }
UFUNCTION(BlueprintPure, meta = (InternalUseParam = "options"))
int MyPure_InternalUseParam(FName name, float value, FString options) { return 0; }
UFUNCTION(BlueprintPure, meta = (HidePin = "ReturnValue"))
int MyPure_HideReturn(FName name, float value, FString options, FString& otherReturn) { return 0; }
public:
UFUNCTION(BlueprintCallable, meta = (InternalUseParam = "options,comment"))
int MyFunc_InternalUseParams2(FName name, float value, FString options,FString comment) { return 0; }
UFUNCTION(BlueprintCallable, meta = (InternalUseParam = "options,comment,ReturnValue"))
int MyFunc_InternalUseParams3(FName name, float value, FString options,FString comment) { return 0; }
};
```
## 蓝图测试结果:
![Untitled](Untitled.png)
可以看出BlueprintCallable和BlueprintPure其实都可以。另外ReturnValue是默认的返回值的名字也可以通过这个来隐藏掉。
## 原理:
可见MD_InternalUseParam的使用也是在隐藏引脚。
```cpp
// Gets a list of pins that should hidden for a given function
void FBlueprintEditorUtils::GetHiddenPinsForFunction(UEdGraph const* Graph, UFunction const* Function, TSet<FName>& HiddenPins, TSet<FName>* OutInternalPins)
{
check(Function != nullptr);
TMap<FName, FString>* MetaData = UMetaData::GetMapForObject(Function);
if (MetaData != nullptr)
{
for (TMap<FName, FString>::TConstIterator It(*MetaData); It; ++It)
{
const FName& Key = It.Key();
if (Key == FBlueprintMetadata::MD_LatentInfo)
{
HiddenPins.Add(*It.Value());
}
else if (Key == FBlueprintMetadata::MD_HidePin)
{
TArray<FString> HiddenPinNames;
It.Value().ParseIntoArray(HiddenPinNames, TEXT(","));
for (FString& HiddenPinName : HiddenPinNames)
{
HiddenPinName.TrimStartAndEndInline();
HiddenPins.Add(*HiddenPinName);
}
}
else if (Key == FBlueprintMetadata::MD_ExpandEnumAsExecs ||
Key == FBlueprintMetadata::MD_ExpandBoolAsExecs)
{
TArray<FName> EnumPinNames;
UK2Node_CallFunction::GetExpandEnumPinNames(Function, EnumPinNames);
for (const FName& EnumName : EnumPinNames)
{
HiddenPins.Add(EnumName);
}
}
else if (Key == FBlueprintMetadata::MD_InternalUseParam)
{
TArray<FString> HiddenPinNames;
It.Value().ParseIntoArray(HiddenPinNames, TEXT(","));
for (FString& HiddenPinName : HiddenPinNames)
{
HiddenPinName.TrimStartAndEndInline();
FName HiddenPinFName(*HiddenPinName);
HiddenPins.Add(HiddenPinFName);
if (OutInternalPins)
{
OutInternalPins->Add(HiddenPinFName);
}
}
}
else if (Key == FBlueprintMetadata::MD_WorldContext)
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
if(!K2Schema->IsStaticFunctionGraph(Graph))
{
bool bHasIntrinsicWorldContext = false;
UBlueprint const* CallingContext = FindBlueprintForGraph(Graph);
if (CallingContext && CallingContext->ParentClass)
{
UClass* NativeOwner = CallingContext->ParentClass;
while(NativeOwner && !NativeOwner->IsNative())
{
NativeOwner = NativeOwner->GetSuperClass();
}
if(NativeOwner)
{
bHasIntrinsicWorldContext = NativeOwner->GetDefaultObject()->ImplementsGetWorld();
}
}
// if the blueprint has world context that we can lookup with "self",
// then we can hide this pin (and default it to self)
if (bHasIntrinsicWorldContext)
{
HiddenPins.Add(*It.Value());
}
}
}
}
}
}
```

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# PinHiddenByDefault
- **功能描述:** 使得这个结构里的属性在蓝图里作为引脚时默认是隐藏的。
- **使用位置:** UPROPERTY
- **引擎模块:** Pin
- **元数据类型:** bool
- **限制类型:** struct member property
- **常用程度:** ★★
使得这个结构里的属性在蓝图里作为引脚时默认是隐藏的。
需要注意的是这个meta只作用于结构的成员属性且只作用在蓝图里的节点。在有些时候一个结构里拥有多个属性但不是希望一下子暴露所有属性来让用户编辑有些属性可能是高级属性需要一开始隐藏起来。
该标记也可以在动画蓝图中,让动画节点的某些属性不暴露成引脚。
## 测试代码:
```cpp
USTRUCT(BlueprintType)
struct FMyPinHiddenTestStruct
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite,Category=PinHiddenByDefaultTest)
int32 MyInt_NotHidden = 123;
UPROPERTY(EditAnywhere, BlueprintReadWrite,Category=PinHiddenByDefaultTest, meta = (PinHiddenByDefault))
int32 MyInt_PinHiddenByDefault = 123;
};
UFUNCTION(BlueprintCallable)
static FMyPinHiddenTestStruct MyHiddenPinTestFunc(FMyPinHiddenTestStruct Input);
```
## 测试结果:
可以发现MakeStruct和BreakStruct的节点默认只有MyInt_NotHidden。当选择该蓝图节点时可以在右侧细节面板看到MyInt_PinHiddenByDefault 的显示默认没有选中,这就是区别。
同样的当该结构当作函数输入和输出参数的时候当用SplitStuctPin展开结构节点会发现MyInt_PinHiddenByDefault 也被隐藏了起来。
![Untitled](Untitled.png)
## 原理:
通过源码可以发现FStructOperationOptionalPinManager 里使用了该meta然后FMakeStructPinManager 和FBreakStructPinManager 继承了从而使得PinHiddenByDefault的Pin一开始不显示。
```cpp
struct FStructOperationOptionalPinManager : public FOptionalPinManager
{
//~ Begin FOptionalPinsUpdater Interface
virtual void GetRecordDefaults(FProperty* TestProperty, FOptionalPinFromProperty& Record) const override
{
Record.bCanToggleVisibility = true;
Record.bShowPin = true;
if (TestProperty)
{
Record.bShowPin = !TestProperty->HasMetaData(TEXT("PinHiddenByDefault"));
if (Record.bShowPin)
{
if (UStruct* OwnerStruct = TestProperty->GetOwnerStruct())
{
Record.bShowPin = !OwnerStruct->HasMetaData(TEXT("HiddenByDefault"));
}
}
}
}
virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex, FProperty* Property) const override;
// End of FOptionalPinsUpdater interfac
};
struct FMakeStructPinManager : public FStructOperationOptionalPinManager
{}
struct FBreakStructPinManager : public FStructOperationOptionalPinManager
{}
```

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