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HideInDetailsView

  • 功能描述: 把该UAttributeSet子类里的属性隐藏在FGameplayAttribute的选项列表里。
  • 使用位置: UCLASS, UPROPERTY
  • 引擎模块: GAS
  • 元数据类型: bool
  • 限制类型: UAttributeSet
  • 关联项: HideFromModifiers, SystemGameplayAttribute
  • 常用程度: ★★★

把该UAttributeSet子类里的属性隐藏在FGameplayAttribute的选项列表里。

可用在UCLASS上隐藏掉整个类里的所有属性也可以用在某个特定属性上只隐藏该属性。

在源码里用到的例子是UAbilitySystemTestAttributeSet因为其就是一个专门用来测试的AS因此希望不影响正常的选项列表。

测试代码:

UCLASS()
class UMyAttributeSet : public UAttributeSet
{
	GENERATED_BODY()
public:
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Core")
	float HP = 100.f;
	
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Core", meta = (HideInDetailsView))
	float HP_HideInDetailsView = 100.f;
};

UCLASS(meta = (HideInDetailsView))
class UMyAttributeSet_Hide : public UAttributeSet
{
	GENERATED_BODY()
public:
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Core")
	float HP = 100.f;
};

UCLASS()
class UMyAttributeSetTest : public UObject
{
	GENERATED_BODY()
public:
	UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "GAS")
	FGameplayAttribute MyAttribute;
};

测试效果:

可见只能选到UMyAttributeSet.HP属性无法选择到UMyAttributeSet_Hide里的选项。

Untitled

原理:

PropertyModule.RegisterCustomPropertyTypeLayout( "GameplayAttribute", FOnGetPropertyTypeCustomizationInstance::CreateStatic( &FAttributePropertyDetails::MakeInstance ) );

void FGameplayAttribute::GetAllAttributeProperties(TArray<FProperty*>& OutProperties, FString FilterMetaStr, bool UseEditorOnlyData)
{
	for (TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt)
	{
		if (UseEditorOnlyData)
		{
			#if WITH_EDITOR
			// Allow entire classes to be filtered globally
			if (Class->HasMetaData(TEXT("HideInDetailsView")))
			{
				continue;
			}
			#endif
		}
		
		
			for (TFieldIterator<FProperty> PropertyIt(Class, EFieldIteratorFlags::ExcludeSuper); PropertyIt; ++PropertyIt)
			{
				FProperty* Property = *PropertyIt;

				if (UseEditorOnlyData)
				{
					// Allow properties to be filtered globally (never show up)
					if (Property->HasMetaData(TEXT("HideInDetailsView")))
					{
						continue;
					}
					#endif
				}
				
				OutProperties.Add(Property);
			}
	}
}