Module |
|
Header |
/Engine/Source/Runtime/CoreUObject/Public/UObject/ObjectMacros.h |
Include |
#include "UObject/ObjectMacros.h" |
enum EPropertyFlags
{
CPF_None = 0,
CPF_Edit = 0x0000000000000001,
CPF_ConstParm = 0x0000000000000002,
CPF_BlueprintVisible = 0x0000000000000004,
CPF_ExportObject = 0x0000000000000008,
CPF_BlueprintReadOnly = 0x0000000000000010,
CPF_Net = 0x0000000000000020,
CPF_EditFixedSize = 0x0000000000000040,
CPF_Parm = 0x0000000000000080,
CPF_OutParm = 0x0000000000000100,
CPF_ZeroConstructor = 0x0000000000000200,
CPF_ReturnParm = 0x0000000000000400,
CPF_DisableEditOnTemplate = 0x0000000000000800,
CPF_Transient = 0x0000000000002000,
CPF_Config = 0x0000000000004000,
CPF_DisableEditOnInstance = 0x0000000000010000,
CPF_EditConst = 0x0000000000020000,
CPF_GlobalConfig = 0x0000000000040000,
CPF_InstancedReference = 0x0000000000080000,
CPF_DuplicateTransient = 0x0000000000200000,
CPF_SubobjectReference = 0x0000000000400000,
CPF_SaveGame = 0x0000000001000000,
CPF_NoClear = 0x0000000002000000,
CPF_ReferenceParm = 0x0000000008000000,
CPF_BlueprintAssignable = 0x0000000010000000,
CPF_Deprecated = 0x0000000020000000,
CPF_IsPlainOldData = 0x0000000040000000,
CPF_RepSkip = 0x0000000080000000,
CPF_RepNotify = 0x0000000100000000,
CPF_Interp = 0x0000000200000000,
CPF_NonTransactional = 0x0000000400000000,
CPF_EditorOnly = 0x0000000800000000,
CPF_NoDestructor = 0x0000001000000000,
CPF_AutoWeak = 0x0000004000000000,
CPF_ContainsInstancedReference = 0x0000008000000000,
CPF_AssetRegistrySearchable = 0x0000010000000000,
CPF_SimpleDisplay = 0x0000020000000000,
CPF_AdvancedDisplay = 0x0000040000000000,
CPF_Protected = 0x0000080000000000,
CPF_BlueprintCallable = 0x0000100000000000,
CPF_BlueprintAuthorityOnly = 0x0000200000000000,
CPF_TextExportTransient = 0x0000400000000000,
CPF_NonPIEDuplicateTransient = 0x0000800000000000,
CPF_ExposeOnSpawn = 0x0001000000000000,
CPF_PersistentInstance = 0x0002000000000000,
CPF_UObjectWrapper = 0x0004000000000000,
CPF_HasGetValueTypeHash = 0x0008000000000000,
CPF_NativeAccessSpecifierPublic = 0x0010000000000000,
CPF_NativeAccessSpecifierProtected = 0x0020000000000000,
CPF_NativeAccessSpecifierPrivate = 0x0040000000000000,
CPF_SkipSerialization = 0x0080000000000000,
}
Name |
Description |
---|---|
CPF_None |
|
CPF_Edit |
Property is user-settable in the editor. |
CPF_ConstParm |
This is a constant function parameter. |
CPF_BlueprintVisible |
This property can be read by blueprint code. |
CPF_ExportObject |
Object can be exported with actor. |
CPF_BlueprintReadOnly |
This property cannot be modified by blueprint code. |
CPF_Net |
Property is relevant to network replication. |
CPF_EditFixedSize |
Indicates that elements of an array can be modified, but its size cannot be changed. |
CPF_Parm |
Function/When call parameter. |
CPF_OutParm |
Value is copied out after function call. |
CPF_ZeroConstructor |
Memset is fine for construction |
CPF_ReturnParm |
Return value. |
CPF_DisableEditOnTemplate |
Disable editing of this property on an archetype/sub-blueprint |
CPF_Transient |
CPF_ = 0x0000000000001000, ///<. |
CPF_Config |
Property should be loaded/saved as permanent profile. |
CPF_DisableEditOnInstance |
CPF_ = 0x0000000000008000, ///<. |
CPF_EditConst |
Property is uneditable in the editor. |
CPF_GlobalConfig |
Load config from base class, not subclass. |
CPF_InstancedReference |
Property is a component references. |
CPF_DuplicateTransient |
CPF_ = 0x0000000000100000, ///<. |
CPF_SubobjectReference |
Property contains subobject references (TSubobjectPtr) |
CPF_SaveGame |
CPF_ = 0x0000000000800000, ///<. |
CPF_NoClear |
Hide clear (and browse) button. |
CPF_ReferenceParm |
CPF_ = 0x0000000004000000, ///<. |
CPF_BlueprintAssignable |
MC Delegates only. Property should be exposed for assigning in blueprint code. |
CPF_Deprecated |
Property is deprecated. Read it from an archive, but don't save it. |
CPF_IsPlainOldData |
If this is set, then the property can be memcopied instead of CopyCompleteValue / CopySingleValue. |
CPF_RepSkip |
Not replicated. For non replicated properties in replicated structs. |
CPF_RepNotify |
Notify actors when a property is replicated. |
CPF_Interp |
Interpolatable property for use with matinee |
CPF_NonTransactional |
Property isn't transacted. |
CPF_EditorOnly |
Property should only be loaded in the editor. |
CPF_NoDestructor |
No destructor |
CPF_AutoWeak |
CPF_ = 0x0000002000000000, ///<. |
CPF_ContainsInstancedReference |
Property contains component references. |
CPF_AssetRegistrySearchable |
Asset instances will add properties with this flag to the asset registry automatically |
CPF_SimpleDisplay |
The property is visible by default in the editor details view. |
CPF_AdvancedDisplay |
The property is advanced and not visible by default in the editor details view. |
CPF_Protected |
Property is protected from the perspective of script |
CPF_BlueprintCallable |
MC Delegates only. Property should be exposed for calling in blueprint code. |
CPF_BlueprintAuthorityOnly |
MC Delegates only. This delegate accepts (only in blueprint) only events with BlueprintAuthorityOnly. |
CPF_TextExportTransient |
Property shouldn't be exported to text format (e.g. copy/paste) |
CPF_NonPIEDuplicateTransient |
Property should only be copied in PIE. |
CPF_ExposeOnSpawn |
Property is exposed on spawn. |
CPF_PersistentInstance |
A object referenced by the property is duplicated like a component. (Each actor should have an own instance.) |
CPF_UObjectWrapper |
Property was parsed as a wrapper class like TSubclassOf |
CPF_HasGetValueTypeHash |
This property can generate a meaningful hash value. |
CPF_NativeAccessSpecifierPublic |
Public native access specifier. |
CPF_NativeAccessSpecifierProtected |
Protected native access specifier. |
CPF_NativeAccessSpecifierPrivate |
Private native access specifier. |
CPF_SkipSerialization |
Property shouldn't be serialized, can still be exported to text. |
Flags associated with each property in a class, overriding the property's default behavior.
When adding one here, please update ParsePropertyFlags()