2.6 KiB
2.6 KiB
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。
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);
}
}
}