When declaring functions, specifiers can be added to the declaration to control how the function behaves with various aspects of the engine and editor.
当声明函数时,说明符可被添加到声明,以控制函数的行为与引擎和编辑器的各个方面。
BlueprintAuthorityOnly | This function will not execute from blueprint code if running on something without network authority. 如果没有网络权限,将不会从蓝图代码执行此函数。 |
BlueprintCallable | The function can be executed in a Blueprint or Level Blueprint graph. 此函数可以在蓝图或者关卡蓝图图表中执行。 |
BlueprintCosmetic | This function is cosmetic and will not run on dedicated servers. 此函数是装扮,并不会在专门的服务器上运行。 |
BlueprintImplementableEvent | The function can be overridden in a Blueprint or Level Blueprint graph. 此函数可以在 蓝图或关卡蓝图图表中被覆盖。 |
BlueprintNativeEvent | This function is designed to be overridden by a Blueprint, but also has a native implementation. Provide a body named [FunctionName]_Implementation instead of [FunctionName]; the autogenerated code will include a thunk that calls the implementation method when necessary. 该功能的目的是通过一个蓝图来覆盖,但也有本地实现。提供了一个名为[函数名]_Implementation的本体而非[函数名];在必要时自动生成的代码将包括一个thunk调用的实现方法。 |
BlueprintPure | The function does not affect the owning object in any way and can be executed in a Blueprint or Level Blueprint graph. 该功能不会影响以任何方式拥有的对象,并且可以在蓝图或关卡蓝图图标中执行。 |
Category | Specifies the category of the function when displayed in Blueprint editing tools. 指定当在蓝图编辑工具中显示的函数类别。用法:Category=类名称或Category="主类,子类"。 |
Client | The function is only executed on the client that owns the Object the function belongs to. Provide a body named [FunctionName]_Implementation instead of [FunctionName]; the autogenerated code will include a thunk that calls the implementation method when necessary. 该函数只在拥有该函数所属的对象的客户端上运行。提供了一个名为[函数名]_Implementation的本体而非[函数名];在必要时自动生成的代码将包括一个thunk调用的实现方法。 |
CustomThunk | The UnrealHeaderTool code generator will not produce a execFoo thunk for this function; it is up to the user to provide one. UHT代码生成器将不会为此函数生成execFoo的thunk,它是由用户提供的。 |
Exec | The function can be executed from the in-game console. Exec commands only function when declared within certain class. 该函数可从在游戏控制台上执行。只有当函数在特定类内声明时才执行。 |
NetMulticast | This function is both executed locally on the server and replicated to all clients, regardless of the Actor's NetOwner. 此功能是在本地服务器上执行,并复制到所有客户端,无论Actor还是网络所有者。 |
Reliable | The function is replicated over the network, and is guaranteed to arrive regardless of bandwidth or network errors. Only valid when used in conjunction with Client or Server. 该函数被复制在网络上,并保证到达无论带宽或网络错误。只有在与Client或Server一起使用时有效。 |
Server | The function is only executed on the server. Provide a body named [FunctionName]_Implementation instead of [FunctionName]; the autogenerated code will include a thunk that calls the implementation method when necessary. 此函数仅在服务器上执行。提供了一个名为[函数名]_Implementation的本体而非[函数名];在必要时自动生成的代码将包括一个thunk调用的实现方法。 |
Unreliable | The function is replicated over the network but can fail due to bandwidth limitations or network errors. Only valid when used in conjunction with Client or Server. 此函数在网络上复制,但可以因为带宽限制和网络错误时失败。只有在与Client和Server一起使用时有效。 |