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UnrealScriptMetadata
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中国翻译
한국어
Interested in the Unreal Engine?
Visit the Unreal Technology site.
Looking for jobs and company info?
Check out the Epic games site.
Questions about support via UDN?
Contact the UDN Staff
UnrealScript Metadata
Overview
Specifying Metadata
var float MyVar<TAG=VALUE>
enum EMyEnum { EME_ValA<TAG=VALUE>, EME_ValB<TAG=VALUE>, };
Using Multiple MetaData Specifications
You can use multiple metadata specifications for the same property by separating them by a | character. For example:var() LinearColor DrawColor<DisplayName=Draw Color|EditCondition=bOverrideDrawColor>;
Available MetaData Specifications
- ToolTip=TEXT_STRING
- Makes
TEXT_STRING
appear as the tooltip when the mouse is placed over the corresponding property in an editor property window.
NOTE: Support has been added so that/** VALUE */
comments are automatically translated into ToolTip metadata by the script compiler. - DisplayName=TEXT_STRING
- Makes a property’s name appear as
TEXT_STRING
in the editor property window instead of its actual name.
Example:Var() bool bEnableSpawning<DisplayName=Spawning Enabled>;
WARNING: The use of DisplayName in enums will cause problems if you modify UPropertyInputCombo to sort enums in editor combo boxes. - ClampMin/ClampMax=FLOAT_VALUE
- These allow you to clamp the value of the property. If only
ClampMin
orClampMax
are specified without the other, the property will use the standard spinner control, but will be clamped appropriately. If both are specified together, the property will use a slider/edit box control instead which is clamped appropriately. See Clamping for additional details. - UIMin/UIMax=FLOAT_VALUE
- These can be used in conjunction with
ClampMin/ClampMax
to specify the range of the slider bar control. If eitherUIMin
orUIMax
is not specified, the correspondingClamp*
metadata will be used in its place. This only affects the slider bar; the edit box portion of the control will only respect theClamp*
values. See Clamping for additional details. - ArrayClamp=ArrayProeprtyName
- This allows you to clamp the value of an
Int
property to the valid domain of an array property. This means if the specified array has 4 items in it, theInt
property will be clamped between0
and3
. This is useful for properties that specify an index into an array preventing the designer or artist from ever setting a value that would cause an invalid memory access. See Clamping for additional details. - EditCondition=ConditionalPropertyName
- This allows you to make the editability status of an editor property be enabled or disabled based on the value of another (Boolean) property. For example, you could have the following setup in the MyPackage.MyClass UnrealScript class:
/** Enable or disable spawning */ Var() bool bEnableSpawning; /** Set the rate at which AIs are spawned. Has no effect unless bEnableSpawning = TRUE */ Var() float RespawnsPerSecond<EditCondition=bEnableSpawning>;
And thenRespawnsPerSecond
would be greyed-out in the editor wheneverbEnableSpawning
isFALSE
. This helps make things less confusing for designers.
Important: This metadata setting requires that the controlled variable (RespawnsPerSecond
) utilize a custom property item binding (WxCustomPropertyItem_ConditionalItem
).
In order to enable this, you need to hook it up in[Game]Editor.ini
, as follows:[UnrealEd.CustomPropertyItemBindings] CustomPropertyClasses=(PropertyPathName=" MyPackage.MyClass: RespawnsPerSecond ",PropertyItemClassName="WxCustomPropertyItem_ConditionalItem")
- MultilineWithMaxRows=INT_VALUE
- This allows you to create a
String
property that uses a multiline textbox in the Property Window with the number of rows specified. The textbox will begin as a single line and grow to the number of rows specified as=INT_VALUE
as text is entered. Once it reaches the maximum number of rows, the textbox will begin to scroll. - bShowOnlyWhenTrue=PropertyName
- This allows you to control the visibility of the proeprty in the Property Window based on the value of a property filter set up in the
[Game]EditorUserSettings.ini
file under the[UnrealEd.PropertyFilters]
section. - FriendlyName=TEXT_STRING
- Used by the UI Editor?.
- AllowAbstract
- If present on a Class property, editor drop-down boxes for editing that property will include abstract classes. If not present, they will only contain concrete classes. There is no need to specify a value such as True or False in this metadata specification.
- AutoComment=BOOLEAN_VALUE
- When added to a property of a Kismet Sequence Action, the property and its current value will automatically appear as a comment above that action. To see this in action place a new "Gate" sequence action in a script. In this class both bOpen and AutoCloseCount use this metadata option.