(原)UnrealObj篇 : 反射获取Struct类型

@Author: 白袍小道

转载请说明

   

案例一:蓝图传递任意Struct ,导出struct的相关属性

相关:

1、宏:DECLARE_FUNCTION: 此宏用于在自动生成的样板代码中声明thunk函数

2、通配符检查:CustomThunkCustomStructureParam

3FFRame (ObjectMacros.h)

   

结果:

   

   

代码:

1、说明

其中通过CustomStructureParamCustomThunk ,Declare_FUN实现通配符检查函数,实现Uproperty传递和检查。

   

CustomStructureParam

列出的参数都被视为通配符。这个说明符需要ufunction级别的说明符CustomThunk,它要求用户提供一个自定义的exec函数。在这个函数中,

可以检查参数类型,并根据这些参数类型进行适当的函数调用。

不应该调用基本UFUNCTION,如果有错误,应该断言或记录错误。

DECLARE_FUNCTION

#define DECLARE_FUNCTION(func) void func( FFrame& Stack, RESULT_DECL )

   

   

   

2、继承关系

UObjectBase

----Uproperty

------UFiled

   

3、实现

XXX.h

USTRUCT(BlueprintType)

struct FTrimmedKeyMapNameType

{

GENERATED_BODY()

public:

UPROPERTY(BlueprintReadWrite)

FString mTypeName;

UPROPERTY(BlueprintReadWrite)

TMap<FString,FString> mPropertyNameMapType;

};

   

UCLASS(BlueprintType)

class UObjectFunLib : public UBlueprintFunctionLibrary

{

GENERATED_UCLASS_BODY()

public:

   

UFUNCTION(BlueprintCallable, CustomThunk,meta=(DisplayName="GetStructPropertyNameList",CustomStructureParam="AnyStruct"),Category = "DZToolkit|ObjectFunLib|Property")

static FTrimmedKeyMapNameType GetStructPropertyNameList(UProperty* AnyStruct);

DECLARE_FUNCTION(execGetStructPropertyNameList)

{

//Get properties and pointers from stack (nb, it's reverse order, right to left!)

Stack.StepCompiledIn<UStructProperty>(NULL);

UStructProperty* StructProp = ExactCast<UStructProperty>(Stack.MostRecentProperty);

void* StructPtr = Stack.MostRecentPropertyAddress;

   

P_FINISH;

   

P_NATIVE_BEGIN;

*(FTrimmedKeyMapNameType*)RESULT_PARAM = UObjectFunLib::NativeGetStructPropertyNameList(StructProp->Struct, StructPtr,true);

P_NATIVE_END;

}

   

static FTrimmedKeyMapNameType NativeGetStructPropertyNameList(UScriptStruct* pStruct, void* StructPtr,bool IsBlueprintStruct);

static void SetTrimmedKeyMapForStruct(TSharedPtr<FTrimmedKeyMapNameType>& InMap, UStruct* pStruct);

};

   

XXX.CPP

FTrimmedKeyMapNameType UObjectFunLib::NativeGetStructPropertyNameList(UScriptStruct * pStruct, void * StructPtr, bool IsBlueprintStruct)

{

TSharedPtr<FTrimmedKeyMapNameType> vProptyShare = MakeShareable<FTrimmedKeyMapNameType>(new FTrimmedKeyMapNameType());

SetTrimmedKeyMapForStruct(vProptyShare, pStruct);

return *vProptyShare;

}

   

void UObjectFunLib::SetTrimmedKeyMapForStruct(TSharedPtr<FTrimmedKeyMapNameType>& InMap, UStruct * pStruct)

{

UField* FieldPtr = pStruct->Children;

InMap->mTypeName = pStruct->GetName();

while (FieldPtr != nullptr)

{

if (FieldPtr->GetClass() != nullptr)

{

InMap->mPropertyNameMapType.Add(FieldPtr->GetName(), FieldPtr->GetClass()->GetName());

}

else

{

InMap->mPropertyNameMapType.Add(FieldPtr->GetName(),"");

}

/*UStructProperty* SubStruct = Cast<UStructProperty>(FieldPtr);

if (SubStruct != nullptr)

{

return;

}

UArrayProperty* ArrayProp = Cast<UArrayProperty>(FieldPtr);

if (ArrayProp != nullptr)

{

return;

}

UMapProperty* MapProperty = Cast<UMapProperty>(FieldPtr);

if (MapProperty != nullptr)

{

return;

}*/

   

FieldPtr = FieldPtr->Next;

}

}

   

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转载自www.cnblogs.com/BaiPao-XD/p/10520614.html