vault backup: 2024-10-12 17:19:45
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# AllowedLocators
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- **功能描述:** 用来给Sequencer定位可绑定的对象
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- **使用位置:** UPROPERTY
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- **引擎模块:** Scene
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- **元数据类型:** string="abc"
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- **限制类型:** FUniversalObjectLocator
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- **常用程度:** ★
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用来给Sequencer定位可绑定的对象。
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看起来是Sequencer用来定位Actor做属性绑定的辅助定位器。只用在FUniversalObjectLocator 这个写好的属性里,一般我们用不到去扩展这部分,因此只是OnlyInternal。
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## 源码中搜索得到:
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```cpp
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// Helper struct for Binding Properties UI for locators.
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USTRUCT()
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struct FMovieSceneUniversalLocatorInfo
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{
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GENERATED_BODY()
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// Locator for the entry
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UPROPERTY(EditAnywhere, Category = "Default", meta=(AllowedLocators="Actor"))
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FUniversalObjectLocator Locator;
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// Flags for how to resolve the locator
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UPROPERTY()
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ELocatorResolveFlags ResolveFlags = ELocatorResolveFlags::None;
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};
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```
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看起来是允许定位的对象类型。
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## 原理:
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```cpp
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TMap<FName, TSharedPtr<ILocatorEditor>> ApplicableLocators;
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void FUniversalObjectLocatorCustomization::CustomizeHeader(TSharedRef<IPropertyHandle> StructPropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils)
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{
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TArray<FString> AllowedTypes;
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if (PropertyHandle->HasMetaData("AllowedLocators"))
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{
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PropertyHandle->GetMetaData("AllowedLocators").ParseIntoArray(AllowedTypes, TEXT(","));
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}
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}
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FUniversalObjectLocatorEditorModule& Module = FModuleManager::Get().LoadModuleChecked<FUniversalObjectLocatorEditorModule>("UniversalObjectLocatorEditor");
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for (TPair<FName, TSharedPtr<ILocatorEditor>> Pair : Module.LocatorEditors)
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{
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if (AllowedTypes.Num() == 0 || AllowedTypes.Contains(Pair.Key.ToString()))
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{
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ApplicableLocators.Add(Pair.Key, Pair.Value);
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}
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}
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```
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