# Deprecated - **功能描述:** 标明该类已经弃用。 - **引擎模块:** Development - **元数据类型:** bool - **作用机制:** 在ClassFlags添加[CLASS_Deprecated](../../../../Flags/EClassFlags/CLASS_Deprecated.md)、[CLASS_NotPlaceable](../../../../Flags/EClassFlags/CLASS_NotPlaceable.md),在Meta添加[DeprecationMessage](../../../../Meta/Development/DeprecationMessage.md)、[DeprecatedProperty](../../../../Meta/Development/DeprecatedProperty/DeprecatedProperty.md) - **常用程度:★★★** 标明该类已经弃用。 弃用会导致:不可被创建,不可被序列化保存,在继承列表里被过滤掉。此说明符子类会继承下来,标明子类也是废弃的。标上Deprecated 的类需要在类名前加上UDEPRECATED_的显眼前缀,但是类名不会变,Actor加ADEPRECATED_,UObject加UDEPRECATED_。ClassFLags里会标上CLASS_Deprecated和CLASS_NotPlaceable。注意还是可以正常NewObject使用的。而SpawnActor会失败,报错: failed because class %s is deprecated。EditInline也都会被禁止。 ## 示例代码1: ```cpp UCLASS(Blueprintable) class INSIDER_API UMyClass_Deprecated :public UObject { GENERATED_BODY() }; //改为: UCLASS(Blueprintable, Deprecated) class INSIDER_API UDEPRECATED_MyClass_Deprecated :public UObject { GENERATED_BODY() }; ``` ## 示例效果1: 依然可以NewObject。 ![Untitled](Untitled.png) ## 示例代码2: 但要注意这个是UE的标记。源码里还看见很多UE_DEPRECATED宏的使用,则是在VS编译器级别的标记,会根据使用引用情况在编译的步骤中生成警告。 ```cpp UCLASS(Blueprintable, BlueprintType) class INSIDER_API UMyClass_Deprecated_Test :public UObject { GENERATED_BODY() public: UE_DEPRECATED(5.2, "MyClass_Deprecated has been deprecated, please remove it.") UDEPRECATED_MyClass_Deprecated* MyProperty_Deprecated; UE_DEPRECATED(5.2, "MyIntProperty has been deprecated, please remove it.") UPROPERTY(EditAnywhere, BlueprintReadWrite,meta=(DeprecatedProperty, DeprecationMessage = "MyIntProperty has been deprecated.")) int MyIntProperty; UE_DEPRECATED(5.2, "MyClass_Deprecated has been deprecated, please remove it.") void MyFunc(UDEPRECATED_MyClass_Deprecated* obj){} UFUNCTION(BlueprintCallable, meta = (DeprecatedProperty, DeprecationMessage="MyVoidFunc has been deprecated.")) void MyVoidFunc(){} }; UCLASS(Blueprintable, BlueprintType) class INSIDER_API UMyClass_Deprecated_Usage :public UObject { GENERATED_BODY() public: void MyFunc() { UMyClass_Deprecated_Test* obj=NewObject(); UDEPRECATED_MyClass_Deprecated* obj2 = NewObject(); obj->MyProperty_Deprecated= obj2; obj->MyProperty_Deprecated->MyFunc(); obj->MyIntProperty++; obj->MyFunc(obj2); obj->MyVoidFunc(); } }; 编译警告: warning C4996: 'UMyClass_Deprecated_Test::MyProperty_Deprecated': MyClass_Deprecated has been deprecated, please remove it. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. warning C4996: 'UMyClass_Deprecated_Test::MyProperty_Deprecated': MyClass_Deprecated has been deprecated, please remove it. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. warning C4996: 'UMyClass_Deprecated_Test::MyIntProperty': MyIntProperty has been deprecated, please remove it. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. warning C4996: 'UMyClass_Deprecated_Test::MyFunc': MyClass_Deprecated has been deprecated, please remove it. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. 注意如果没有UE_DEPRECATED标记,则不会生成编译警告。 UPROPERTY(EditAnywhere, BlueprintReadWrite) int MyInt2Property_DEPRECATED; 会触发: warning : Member variable declaration: Deprecated property 'MyInt2Property_DEPRECATED' should not be marked as blueprint visible without having a BlueprintGetter warning : Member variable declaration: Deprecated property 'MyInt2Property_DEPRECATED' should not be marked as blueprint writable without having a BlueprintSetter warning : Member variable declaration: Deprecated property 'MyInt2Property_DEPRECATED' should not be marked as visible or editable 因此只能改成: UPROPERTY() int MyInt2Property_DEPRECATED; ``` ## 示例效果2: 属性和函数上加上Deprecated标记后,会在BP编译的时候生成警告。注意函数是先有一个正常的函数,在BP里连接完成之后再在C++里标记DeprecatedFunction才会生成警告,否则已经Deprecated的函数是无法再在BP里调用的。 ![Untitled](Untitled%201.png) ## 原理: 源码中有众多CLASS_Deprecated的判断,比如SpawnActor: ```cpp AActor* UWorld::SpawnActor( UClass* Class, FTransform const* UserTransformPtr, const FActorSpawnParameters& SpawnParameters ) { if( Class->HasAnyClassFlags(CLASS_Deprecated) ) { UE_LOG(LogSpawn, Warning, TEXT("SpawnActor failed because class %s is deprecated"), *Class->GetName() ); return NULL; } } ```