Module |
|
Header |
/Engine/Source/Runtime/CoreUObject/Public/UObject/ObjectMacros.h |
Include |
#include "UObject/ObjectMacros.h" |
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,
}
}
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. |
Valid keywords for the UPROPERTY macro