Unreal How To
Useful links
Macros
Names
Definition
Example
Arguments
TEXT
GENERATED_BODY
engine linking.
UPROPERTY
Used above a property (int, float, string, ...)
`UPROPERTY(EditAnywhere)``int32 TotalDamage;`
*EditAnywhere*: Allow to expose a property to the editor.
*Category:* Create a section to regroup properties together
*BlueprintReadWrite:* Expose the property to Blueprints with write access.
*BlueprintOnly:* Expose the property to Blueprints without write access (`const`).
[More here](https://docs.unrealengine.com/en-US/Programming/UnrealArchitecture/Reference/Properties/Specifiers)
FORCEINLINE
UCLASS
The class is knew to the garbage collector / reflexion
UFUNCTION
Used above a function
`BlueprintPure` : Allow to call the function in blueprints. Shouln't modify something. Fast call that would frequently change.
`BlueprintCallable` : Allow to call the function in blueprints. Expensive calculation that wouldn't change often.
`BlueprintNativeEvents` : Allow to specify a C++ behavior that can be used or override directly in blueprint.
`BlueprintImplementableEvent` : Don't have to specify a C++ implementation. Only specify a blueprint version.
Functions
PostInitProperties()
PostEditChangeProperty()
Commun Errors
fatal error C1853
: Delete the build folder (Intermediate
>Build
).Do not put anymore "#include" under the "#include xxxx.generated.h" in the header file.
In blueprint mode
Events: Red border on top.
Functions: Blue with f.
Tips
Refresh Intellisense: Build solution >> Close VS >> In the editor File -> Refresh VS Project >> File->Open VS >> Wait 5-10 secs.
Level blueprint
(Select it in the scene + Right Click in blueprint): Add nodes concerning a specific objet : Select it in the scene + Right Click in blueprint.Class blueprint
(Select it in the class blueprint + Right Click): Add nodes about a specific componants.Event tick
are executed every frame.
Acknowledgements
Based on the following links :
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