# AllowedLocators - **功能描述:** 用来给Sequencer定位可绑定的对象 - **使用位置:** UPROPERTY - **引擎模块:** Scene - **元数据类型:** string="abc" - **限制类型:** FUniversalObjectLocator - **常用程度:** ★ 用来给Sequencer定位可绑定的对象。 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。 ## 源码中搜索得到: ```cpp // Helper struct for Binding Properties UI for locators. USTRUCT() struct FMovieSceneUniversalLocatorInfo { GENERATED_BODY() // Locator for the entry UPROPERTY(EditAnywhere, Category = "Default", meta=(AllowedLocators="Actor")) FUniversalObjectLocator Locator; // Flags for how to resolve the locator UPROPERTY() ELocatorResolveFlags ResolveFlags = ELocatorResolveFlags::None; }; ``` 看起来是允许定位的对象类型。 ## 原理: ```cpp TMap> ApplicableLocators; void FUniversalObjectLocatorCustomization::CustomizeHeader(TSharedRef StructPropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils) { TArray AllowedTypes; if (PropertyHandle->HasMetaData("AllowedLocators")) { PropertyHandle->GetMetaData("AllowedLocators").ParseIntoArray(AllowedTypes, TEXT(",")); } } FUniversalObjectLocatorEditorModule& Module = FModuleManager::Get().LoadModuleChecked("UniversalObjectLocatorEditor"); for (TPair> Pair : Module.LocatorEditors) { if (AllowedTypes.Num() == 0 || AllowedTypes.Contains(Pair.Key.ToString())) { ApplicableLocators.Add(Pair.Key, Pair.Value); } } ```