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;