1.9 KiB
1.9 KiB
BlueprintSpawnableComponent
- 功能描述: 允许该组件出现在Actor蓝图里Add组件的面板里。
- 使用位置: UCLASS
- 引擎模块: Component Property
- 元数据类型: bool
- 限制类型: Component类
- 常用程度: ★★★★
允许该组件出现在Actor蓝图里Add组件的面板里。
在蓝图节点上,不管有没有BlueprintSpawnableComponent则都是可以添加该组件的。
测试代码:
UCLASS(Blueprintable, meta = (BlueprintSpawnableComponent))
class INSIDER_API UMyActorComponent_Spawnable : public UActorComponent
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float MyFloat;
};
UCLASS(Blueprintable)
class INSIDER_API UMyActorComponent_NotSpawnable : public UActorComponent
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float MyFloat;
};
蓝图中效果:
可以看到,在Actor的左边Add的按钮下,UMyActorComponent_Spawnable 可以被添加进去,但是UMyActorComponent_NotSpawnable 被阻止了。但同时也要注意到如果在蓝图中AddComponent节点则是都可以的。
原理:
bool FKismetEditorUtilities::IsClassABlueprintSpawnableComponent(const UClass* Class)
{
// @fixme: Cooked packages don't have any metadata (yet; they might become available via the sidecar editor data)
// However, all uncooked BPs that derive from ActorComponent have the BlueprintSpawnableComponent metadata set on them
// (see FBlueprintEditorUtils::RecreateClassMetaData), so include any ActorComponent BP that comes from a cooked package
return (!Class->HasAnyClassFlags(CLASS_Abstract) &&
Class->IsChildOf<UActorComponent>() &&
(Class->HasMetaData(FBlueprintMetadata::MD_BlueprintSpawnableComponent) || Class->GetPackage()->bIsCookedForEditor));
}