# BlueprintThreadSafe - **功能描述:** 用在类上或函数上,标记类里的函数都是线程安全的。 这样就可以在动画蓝图等非游戏线程被调用了。 - **使用位置:** UCLASS, UFUNCTION - **引擎模块:** Blueprint - **元数据类型:** bool - **限制类型:** 从实践上,类一般是BlueprintFunctionLibrary - **关联项:** [NotBlueprintThreadSafe](../NotBlueprintThreadSafe.md) - **常用程度:** ★★★ 动画蓝图的AimGraph默认是开启线程安全Update的。设置在ClassSettings里(默认是打开的) ![Untitled](Untitled.png) 可参考官方文档的**CPU Thread Usage and Performance这一节** [Graphing in Animation Blueprints](https://docs.unrealengine.com/5.3/en-US/graphing-in-animation-blueprints-in-unreal-engine/#cputhreadusageandperformance) 因此AimGraph里的函数要求都得是线程安全的。你的C++函数或者是蓝图里蓝图库里的函数都需要手动标记为ThreadSafe,默认不带ThreadSafe标记的都是不线程安全的。 在蓝图里,如果在蓝图函数面板中勾上ThreadSafe,这个函数的对象会设置bThreadSafe=True,从而在编译生成的BlueprintGeneratedClass上面设置(BlueprintThreadSafe = true) ![Untitled](Untitled%201.png) ## 测试蓝图函数库: 同样的函数,一个打开ThreadSafe,一个没有。没有的那个函数在动画蓝图的AnimGraph里使用的时候,在编译的时候就会触发警告。 ![Untitled](Untitled%202.png) 测试结果: ![Untitled](Untitled%203.png) ## 在C++里,C++的测试代码: ```cpp //(BlueprintThreadSafe = , IncludePath = Class/Blueprint/MyClass_ThreadSafe.h, ModuleRelativePath = Class/Blueprint/MyClass_ThreadSafe.h) UCLASS(meta=(BlueprintThreadSafe)) class INSIDER_API UMyBlueprintFunctionLibrary_ThreadSafe : public UBlueprintFunctionLibrary { GENERATED_BODY() public: UFUNCTION(BlueprintPure) static float MyFunc_ClassThreadSafe_Default(float value) {return value+100;} //(ModuleRelativePath = Class/Blueprint/MyClass_ThreadSafe.h, NotBlueprintThreadSafe = ) UFUNCTION(BlueprintPure,meta=(NotBlueprintThreadSafe)) static float MyFunc_ClassThreadSafe_FuncNotThreadSafe(float value) {return value+100;} }; UCLASS() class INSIDER_API UMyBlueprintFunctionLibrary_NoThreadSafe : public UBlueprintFunctionLibrary { GENERATED_BODY() public: //(BlueprintThreadSafe = , ModuleRelativePath = Class/Blueprint/MyClass_ThreadSafe.h) UFUNCTION(BlueprintPure,meta=(BlueprintThreadSafe)) static float MyFunc_ClassDefault_FuncThreadSafe(float value) {return value+100;} //(ModuleRelativePath = Class/Blueprint/MyClass_ThreadSafe.h, NotBlueprintThreadSafe = ) UFUNCTION(BlueprintPure,meta=(NotBlueprintThreadSafe)) static float MyFunc_ClassDefault_FuncNotThreadSafe(float value) {return value+100;} }; UCLASS() class INSIDER_API UMyBlueprintFunctionLibrary_Default : public UBlueprintFunctionLibrary { GENERATED_BODY() public: UFUNCTION(BlueprintPure) static float MyFunc_ClassDefault_FuncDefault(float value) {return value+100;} }; ``` ## 动画蓝图的测试效果: ![Untitled](Untitled%204.png) ## 解析原理: ```cpp bool FBlueprintEditorUtils::HasFunctionBlueprintThreadSafeMetaData(const UFunction* InFunction) { if(InFunction) { const bool bHasThreadSafeMetaData = InFunction->HasMetaData(FBlueprintMetadata::MD_ThreadSafe); const bool bHasNotThreadSafeMetaData = InFunction->HasMetaData(FBlueprintMetadata::MD_NotThreadSafe); const bool bClassHasThreadSafeMetaData = InFunction->GetOwnerClass() && InFunction->GetOwnerClass()->HasMetaData(FBlueprintMetadata::MD_ThreadSafe); // Native functions need to just have the correct class/function metadata const bool bThreadSafeNative = InFunction->HasAnyFunctionFlags(FUNC_Native) && (bHasThreadSafeMetaData || (bClassHasThreadSafeMetaData && !bHasNotThreadSafeMetaData)); // Script functions get their flag propagated from their entry point, and dont pay heed to class metadata const bool bThreadSafeScript = !InFunction->HasAnyFunctionFlags(FUNC_Native) && bHasThreadSafeMetaData; return bThreadSafeNative || bThreadSafeScript; } return false; } ``` 可以从逻辑上看出,如果在UCLASS上带上了BlueprintThreadSafe,则其内部的函数就默认是线程安全,除非特意手动加上NotBlueprintThreadSafe来排除。而如果UCLASS上没有标记,则需一个个手动的在UFUNCTION上标记BlueprintThreadSafe。两种方式都可以。 注意UCLASS(meta=(NotBlueprintThreadSafe))这种是没有被识别判断的,因此并没有什么意义。