UP::

Valid keywords for the UPROPERTY macro

Windows
MacOS
Linux

References

Module

CoreUObject

Header

/Engine/Source/Runtime/CoreUObject/Public/UObject/ObjectMacros.h

Include

#include "UObject/ObjectMacros.h"

Syntax

namespace UP
{
    enum
    {
        Const,
        Config,
        GlobalConfig,
        Localized,
        Transient,
        DuplicateTransient,
        NonPIETransient,
        NonPIEDuplicateTransient,
        Ref,
        Export,
        NoClear,
        EditFixedSize,
        Replicated,
        ReplicatedUsing,
        NotReplicated,
        Interp,
        NonTransactional,
        Instanced,
        BlueprintAssignable,
        Category,
        SimpleDisplay,
        AdvancedDisplay,
        EditAnywhere,
        EditInstanceOnly,
        EditDefaultsOnly,
        VisibleAnywhere,
        VisibleInstanceOnly,
        VisibleDefaultsOnly,
        BlueprintReadOnly,
        BlueprintGetter,
        BlueprintReadWrite,
        BlueprintSetter,
        AssetRegistrySearchable,
        SaveGame,
        BlueprintCallable,
        BlueprintAuthorityOnly,
        TextExportTransient,
        SkipSerialization,
        HideSelfPin,
    }
}

Values

Name

Description

Const

This property is const and should be exported as const.

Config

Property should be loaded/saved to ini file as permanent profile.

GlobalConfig

Same as above but load config from base class, not subclass.

Localized

Property should be loaded as localizable text. Implies ReadOnly.

Transient

Property is transient: shouldn't be saved, zero-filled at load time.

DuplicateTransient

Property should always be reset to the default value during any type of duplication (copy/paste, binary duplication, etc.)

NonPIETransient

Property should always be reset to the default value unless it's being duplicated for a PIE session - deprecated, use NonPIEDuplicateTransient instead.

NonPIEDuplicateTransient

Property should always be reset to the default value unless it's being duplicated for a PIE session.

Ref

Value is copied out after function call. Only valid on function param declaration.

Export

Object property can be exported with it's owner.

NoClear

Hide clear (and browse) button in the editor.

EditFixedSize

Indicates that elements of an array can be modified, but its size cannot be changed.

Replicated

Property is relevant to network replication.

ReplicatedUsing

Property is relevant to network replication. Notify actors when a property is replicated (usage: ReplicatedUsing=FunctionName).

NotReplicated

Skip replication (only for struct members and parameters in service request functions).

Interp

Interpolatable property for use with matinee. Always user-settable in the editor.

NonTransactional

Property isn't transacted.

Instanced

Property is a component reference. Implies EditInline and Export.

BlueprintAssignable

MC Delegates only. Property should be exposed for assigning in blueprints.

Category

Specifies the category of the property. Usage: Category=CategoryName.

SimpleDisplay

Properties appear visible by default in a details panel.

AdvancedDisplay

Properties are in the advanced dropdown in a details panel.

EditAnywhere

Indicates that this property can be edited by property windows in the editor.

EditInstanceOnly

Indicates that this property can be edited by property windows, but only on instances, not on archetypes.

EditDefaultsOnly

Indicates that this property can be edited by property windows, but only on archetypes.

VisibleAnywhere

Indicates that this property is visible in property windows, but cannot be edited at all.

VisibleInstanceOnly

Indicates that this property is only visible in property windows for instances, not for archetypes, and cannot be edited.

VisibleDefaultsOnly

Indicates that this property is only visible in property windows for archetypes, and cannot be edited.

BlueprintReadOnly

This property can be read by blueprints, but not modified.

BlueprintGetter

This property has an accessor to return the value. Implies BlueprintReadOnly if BlueprintSetter or BlueprintReadWrite is not specified. (usage: BlueprintGetter=FunctionName).

BlueprintReadWrite

This property can be read or written from a blueprint.

BlueprintSetter

This property has an accessor to set the value. Implies BlueprintReadWrite. (usage: BlueprintSetter=FunctionName).

AssetRegistrySearchable

The AssetRegistrySearchable keyword indicates that this property and it's value will be automatically added to the asset registry for any asset class instances containing this as a member variable.

SaveGame

Property should be serialized for save games.

BlueprintCallable

MC Delegates only. Property should be exposed for calling in blueprint code.

BlueprintAuthorityOnly

MC Delegates only. This delegate accepts (only in blueprint) only events with BlueprintAuthorityOnly.

TextExportTransient

Property shouldn't be exported to text format (e.g. copy/paste)

SkipSerialization

Property shouldn't be serialized, can still be exported to text.

HideSelfPin

If true, the self pin should not be shown or connectable regardless of purity, const, etc. similar to InternalUseParam.

Remarks

Valid keywords for the UPROPERTY macro

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