UE4【C++】【EditorCondition的使用】

1.枚举类型

UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "WidgetConfig")
EGUIDE_TYPE GuideType = EGUIDE_TYPE::OnlyOnce;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "WidgetConfig", meta = (EditCondition = "GuideType == EGUIDE_TYPE::MultiTimes"))
int32 GuideNum = 2;

UENUM(BlueprintType)
enum class EGUIDE_TYPE : uint8
{
	OnlyOnce = 0 UMETA(DisplayName = "OnlyOnce"),
	MultiTimes = 1 UMETA(DisplayName = "MultiTimes"),
	Awalys = 2 UMETA(DisplayName = "Awalys"),
};

2.bool类型

UPROPERTY(EditAnywhere, Category = "Footstep", meta = (ToolTip = "Enable/Disable the ability to play footsteps?"))
bool bEnableFootsteps = true;

UPROPERTY(EditAnywhere, Category = "Footstep", meta = (EditCondition = "bEnableFootsteps", ToolTip = "How many units should the character travel unitl we play the next footstep sound? (Distance between footsteps) Lower=More Frequently, Higher=Less Frequently"))
float Stride = 160.0f;

3.int类型

UPROPERTY(EditAnywhere, Category = EditCondition)
int32 IntegerEditCondition;

UPROPERTY(EditAnywhere, Category = EditCondition, meta = (EditCondition = "IntegerEditCondition >= 5"))
bool bEnabledWhenIntGreaterOrEqual5;

UPROPERTY(EditAnywhere, Category = EditCondition, meta = (EditCondition = "IntegerEditCondition <= 10"))
bool bEnabledWhenIntLessOrEqual10;

 

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