1.7 KiB
1.7 KiB
HideSpawnParms
- 功能描述: 在UGamelayTask子类生成的蓝图异步节点上隐藏UGamelayTask子类继承链中某些属性。
- 使用位置: UFUNCTION
- 元数据类型: strings="a,b,c"
- 关联项: ExposedAsyncProxy
在UGamelayTask子类生成的蓝图异步节点上隐藏UGamelayTask子类继承链中某些属性。
HideSpawnParms 只在UK2Node_LatentGameplayTaskCall中判断,因此只作用于UGameplayTask的子类。在源码中找到的唯一用法是 HideSpawnParms = "Instigator”,但是其UGamelayTask子类继承链中并无该属性,因此其实是不发挥作用的。
UFUNCTION(BlueprintCallable, Meta = (HidePin = "OwningAbility", DefaultToSelf = "OwningAbility", BlueprintInternalUseOnly = "true", HideSpawnParms = "Instigator"), Category = "Ability|Tasks")
static UAbilityTask_StartAbilityState* StartAbilityState(UGameplayAbility* OwningAbility, FName StateName, bool bEndCurrentState = true);
保留和去掉HideSpawnParms 的蓝图的节点都为:
源码里发生的位置:
void UK2Node_LatentGameplayTaskCall::CreatePinsForClass(UClass* InClass)
{
// Tasks can hide spawn parameters by doing meta = (HideSpawnParms="PropertyA,PropertyB")
// (For example, hide Instigator in situations where instigator is not relevant to your task)
TArray<FString> IgnorePropertyList;
{
UFunction* ProxyFunction = ProxyFactoryClass->FindFunctionByName(ProxyFactoryFunctionName);
const FString& IgnorePropertyListStr = ProxyFunction->GetMetaData(FName(TEXT("HideSpawnParms")));
if (!IgnorePropertyListStr.IsEmpty())
{
IgnorePropertyListStr.ParseIntoArray(IgnorePropertyList, TEXT(","), true);
}
}
}