# DefaultToInstanced - **功能描述:** 指定该类的所有实例属性都默认是UPROPERTY(instanced),即都默认创建新的实例,而不是对对象的引用。 - **引擎模块:** Instance - **元数据类型:** bool - **作用机制:** 在ClassFlags中添加[CLASS_DefaultToInstanced](../../../../Flags/EClassFlags/CLASS_DefaultToInstanced.md) - **常用程度:★★★★** 指定该类的所有实例属性都默认是UPROPERTY(instanced),即都默认创建新的实例,而不是对对象的引用。 UPROPERTY(instanced)的含义是造成Property的CPF_InstancedReference,即为该属性创建对象实例。 所谓实例指的是为该UObject指针创建一个对象,而不是默认的去找到引擎内已有的对象的来引用。 也常常和EditInlineNew配合使用,以便在细节面板中可以创建对象实例。 UActorComponent本身就是带有DefaultToInstanced的。 ## 示例代码: ```cpp UCLASS(Blueprintable) class INSIDER_API UMyClass_NotDefaultToInstanced :public UObject { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadWrite) int32 MyProperty; }; // ClassFlags: CLASS_MatchedSerializers | CLASS_Native | CLASS_RequiredAPI | CLASS_DefaultToInstanced | CLASS_TokenStreamAssembled | CLASS_Intrinsic | CLASS_Constructed UCLASS(Blueprintable, DefaultToInstanced) class INSIDER_API UMyClass_DefaultToInstanced :public UObject { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadWrite) int32 MyProperty; }; // ClassFlags: CLASS_MatchedSerializers | CLASS_Native | CLASS_EditInlineNew | CLASS_RequiredAPI | CLASS_DefaultToInstanced | CLASS_TokenStreamAssembled | CLASS_Intrinsic | CLASS_Constructed UCLASS(Blueprintable, DefaultToInstanced, EditInlineNew) class INSIDER_API UMyClass_DefaultToInstanced_EditInlineNew :public UObject { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadWrite) int32 MyProperty; }; UCLASS(Blueprintable, EditInlineNew) class INSIDER_API UMyClass_NotDefaultToInstanced_EditInlineNew :public UObject { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadWrite) int32 MyProperty; }; UCLASS(Blueprintable, BlueprintType) class INSIDER_API UMyClass_DefaultToInstanced_Test :public UObject { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "NormalProperty") UMyClass_NotDefaultToInstanced* MyObject_NotDefaultToInstanced; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "NormalProperty") UMyClass_DefaultToInstanced* MyObject_DefaultToInstanced; UPROPERTY(EditAnywhere, BlueprintReadWrite, Instanced, Category = "NormalProperty | Instanced") UMyClass_NotDefaultToInstanced* MyObject_NotDefaultToInstanced_Instanced; UPROPERTY(EditAnywhere, BlueprintReadWrite, Instanced, Category = "NormalProperty | Instanced") UMyClass_DefaultToInstanced* MyObject_DefaultToInstanced_Instanced; public: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EditInlineNew") UMyClass_NotDefaultToInstanced_EditInlineNew* MyObject_NotDefaultToInstanced_EditInlineNew; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EditInlineNew") UMyClass_DefaultToInstanced_EditInlineNew* MyObject_DefaultToInstanced_EditInlineNew; UPROPERTY(EditAnywhere, BlueprintReadWrite, Instanced, Category = "EditInlineNew | Instanced") UMyClass_NotDefaultToInstanced_EditInlineNew* MyObject_NotDefaultToInstanced_EditInlineNew_Instanced; UPROPERTY(EditAnywhere, BlueprintReadWrite, Instanced, Category = "EditInlineNew | Instanced") UMyClass_DefaultToInstanced_EditInlineNew* MyObject_DefaultToInstanced_EditInlineNew_Instanced; }; ``` ## 示例效果: - MyObject_NotDefaultToInstanced和MyObject_NotDefaultToInstanced_EditInlineNew因为属性没有instanced的标记,因此打开是一个选择对象引用的列表。 - MyObject_DefaultToInstanced因为类上有DefaultToInstanced,因此该属性是Instanced。当然我们也可以手动给属性加上Instanced标记,正如MyObject_NotDefaultToInstanced_Instanced和MyObject_DefaultToInstanced_Instanced。出现了创建实例的窗口,但是还不能创建在细节面板里直接创建对象。 - MyObject_DefaultToInstanced_EditInlineNew,MyObject_NotDefaultToInstanced_EditInlineNew_Instanced,MyObject_DefaultToInstanced_EditInlineNew_Instanced这3个都可以直接在细节面板创建对象实例。是因为这个类本身要有EditInlineNew,另外这个属性要有Instanced(要嘛在该类上设置DefaultToInstanced以此该类的所有属性都自动是Instanced,或者在属性上单个设置Instanced) ![image](image.png) ## 原理: ```cpp UObject* FObjectInstancingGraph::InstancePropertyValue(UObject* SubObjectTemplate, UObject* CurrentValue, UObject* Owner, EInstancePropertyValueFlags Flags) { if (CurrentValue->GetClass()->HasAnyClassFlags(CLASS_DefaultToInstanced)) { bCausesInstancing = true; // these are always instanced no matter what } } ```