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

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# BlueprintInternalUseOnly
- **功能描述:** 不可定义新BP变量但可作为别的类的成员变量暴露和变量传递
- **元数据类型:** bool
- **引擎模块:** Blueprint
- **作用机制:** 在Meta中加入[BlueprintInternalUseOnly](../../../../Meta/Blueprint/BlueprintInternalUseOnly.md), [BlueprintType](../../../../Meta/Blueprint/BlueprintType.md)
- **常用程度:** ★★
指明这个STRUCT会是个BlueprintType但在蓝图编辑器中又不能声明新变量但是可以作为别的类的成员变量暴露到蓝图中。
和不写BlueprintType的差别是什么
不写BlueprintType则完全不能作为别的类的成员变量。BlueprintInternalUseOnly抑制了定义新变量的能力但是可以作为变量传递。比如在C++中定义变量,然后在蓝图中传递。
如FTableRowBase本身并不能定义新变量但是其子类要加上BlueprintType是可以定义新变量的正常被使用。
## 示例代码:
```cpp
//(BlueprintInternalUseOnly = true, BlueprintType = true, ModuleRelativePath = Struct/MyStruct_BlueprintInternalUseOnly.h)
USTRUCT(BlueprintInternalUseOnly)
struct INSIDER_API FMyStruct_BlueprintInternalUseOnly
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite,EditAnywhere)
float Score=0.f;
};
USTRUCT()
struct INSIDER_API FMyStruct_NoBlueprintInternalUseOnly
{
GENERATED_BODY()
UPROPERTY(EditAnywhere)
float Score=0.f;
};
UCLASS(Blueprintable,BlueprintType)
class INSIDER_API UMyClass_BlueprintInternalUseOnlyTest :public UObject
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite,EditAnywhere)
FMyStruct_BlueprintInternalUseOnly MyInternalStruct;
/*UPROPERTY(BlueprintReadWrite,EditAnywhere) //no supported by BP
FMyStruct_NoBlueprintInternalUseOnly MyStruct;*/
};
```
## 示例效果:
NewVar是UMyClass_BlueprintInternalUseOnlyTest 类型的依然可以访问内部的MyInternalStruct变量。
![Untitled](Untitled.png)
源码里可以找到:
```cpp
USTRUCT(BlueprintInternalUseOnly)
struct FLatentActionInfo
{}
USTRUCT(BlueprintInternalUseOnly)
struct FTableRowBase
{}
```
## 原理:
```cpp
bool UEdGraphSchema_K2::IsAllowableBlueprintVariableType(const UScriptStruct* InStruct, const bool bForInternalUse)
{
if (const UUserDefinedStruct* UDStruct = Cast<const UUserDefinedStruct>(InStruct))
{
if (EUserDefinedStructureStatus::UDSS_UpToDate != UDStruct->Status.GetValue())
{
return false;
}
// User-defined structs are always allowed as BP variable types.
return true;
}
// struct needs to be marked as BP type
if (InStruct && InStruct->GetBoolMetaDataHierarchical(FBlueprintMetadata::MD_AllowableBlueprintVariableType))
{
// for internal use, all BP types are allowed
if (bForInternalUse)
{
return true;
}
// for user-facing use case, only allow structs that don't have the internal-use-only tag
// struct itself should not be tagged
if (!InStruct->GetBoolMetaData(FBlueprintMetadata::MD_BlueprintInternalUseOnly))
{
// struct's base structs should not be tagged
if (!InStruct->GetBoolMetaDataHierarchical(FBlueprintMetadata::MD_BlueprintInternalUseOnlyHierarchical))
{
return true;
}
}
}
return false;
}
//Node->IsIntermediateNode()如果为true则是作为中间节点使用true会导致bForInternalUse为true
if (!UK2Node_MakeStruct::CanBeMade(Node->StructType, Node->IsIntermediateNode()))
```

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# BlueprintInternalUseOnlyHierarchical
- **功能描述:** 在BlueprintInternalUseOnly的基础上增加了子类也不能定义新BP变量的限制。
- **元数据类型:** bool
- **引擎模块:** Blueprint
- **作用机制:** 在Meta中加入[BlueprintInternalUseOnlyHierarchical](../../../Meta/Blueprint/BlueprintInternalUseOnlyHierarchical.md)
- **常用程度:★**
在BlueprintInternalUseOnly的基础上增加了子类也不能定义新BP变量的限制。
目前只找到一个用处但是也依然没有子类。如果我们在C++中定义新的子类则所有的子类都不能定义变量。注意和FTableRowBase的区别是FTableRowBase的子类依然可以定义新变量因为FTableRowBase的BlueprintInternalUseOnly标记只作用于自己。
## 示例代码:
```cpp
USTRUCT(BlueprintInternalUseOnlyHierarchical)
struct GAMEPLAYABILITIESEDITOR_API FGameplayAbilityAuditRow : public FTableRowBase
{}
USTRUCT(BlueprintInternalUseOnly)
struct FTableRowBase
{}
```
## 原理:
只在这个地方用到GetBoolMetaDataHierarchical会检查结构的所有父类测试是否含有某个标记。所以只要有一个父类有一个这个标记就不能定义新变量。
```cpp
bool UEdGraphSchema_K2::IsAllowableBlueprintVariableType(const UScriptStruct* InStruct, const bool bForInternalUse)
{
if (const UUserDefinedStruct* UDStruct = Cast<const UUserDefinedStruct>(InStruct))
{
if (EUserDefinedStructureStatus::UDSS_UpToDate != UDStruct->Status.GetValue())
{
return false;
}
// User-defined structs are always allowed as BP variable types.
return true;
}
// struct needs to be marked as BP type
if (InStruct && InStruct->GetBoolMetaDataHierarchical(FBlueprintMetadata::MD_AllowableBlueprintVariableType))
{
// for internal use, all BP types are allowed
if (bForInternalUse)
{
return true;
}
// for user-facing use case, only allow structs that don't have the internal-use-only tag
// struct itself should not be tagged
if (!InStruct->GetBoolMetaData(FBlueprintMetadata::MD_BlueprintInternalUseOnly))
{
// struct's base structs should not be tagged
if (!InStruct->GetBoolMetaDataHierarchical(FBlueprintMetadata::MD_BlueprintInternalUseOnlyHierarchical))
{
return true;
}
}
}
return false;
}
```

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# BlueprintType
- **功能描述:** 允许这个结构在蓝图中声明变量
- **元数据类型:** bool
- **引擎模块:** Blueprint
- **作用机制:** 在Meta中加入[BlueprintType](../../../../Meta/Blueprint/BlueprintType.md)
- **常用程度:★★★★★**
和UCLASS里的一样可以允许这个结构在蓝图中声明变量
## 示例代码:
```cpp
USTRUCT(BlueprintType)
struct INSIDER_API FMyStruct_BlueprintType
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite,EditAnywhere)
float Score;
};
USTRUCT()
struct INSIDER_API FMyStruct_NoBlueprintType
{
GENERATED_BODY()
UPROPERTY(EditAnywhere)
float Score;
};
```
## 测试蓝图:
![Untitled](Untitled.png)

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