namespace UP
{
// valid keywords for the UPROPERTY macro
enum
{
/// This property is const and should be exported as const.
Const,
/// Property should be loaded/saved to ini file as permanent profile.
Config,
/// Same as above but load config from base class, not subclass.
GlobalConfig,
/// Property should be loaded as localizable text. Implies ReadOnly.
Localized,
/// Property is transient: shouldn't be saved, zero-filled at load time.
Transient,
/// Property should always be reset to the default value during any type of duplication (copy/paste, binary duplication, etc.)
DuplicateTransient,
/// Property should always be reset to the default value unless it's being duplicated for a PIE session - deprecated, use NonPIEDuplicateTransient instead
NonPIETransient,
/// Property should always be reset to the default value unless it's being duplicated for a PIE session
NonPIEDuplicateTransient,
/// Value is copied out after function call. Only valid on function param declaration.
Ref,
/// Object property can be exported with it's owner.
Export,
/// Hide clear (and browse) button in the editor.
NoClear,
/// Indicates that elements of an array can be modified, but its size cannot be changed.
EditFixedSize,
/// Property is relevant to network replication.
Replicated,
/// Property is relevant to network replication. Notify actors when a property is replicated (usage: ReplicatedUsing=FunctionName).
ReplicatedUsing,
/// Skip replication (only for struct members and parameters in service request functions).
NotReplicated,
/// Interpolatable property for use with matinee. Always user-settable in the editor.
Interp,
/// Property isn't transacted.
NonTransactional,
/// Property is a component reference. Implies EditInline and Export.
Instanced,
/// MC Delegates only. Property should be exposed for assigning in blueprints.
BlueprintAssignable,
/// Specifies the category of the property. Usage: Category=CategoryName.
Category,
/// Properties appear visible by default in a details panel
SimpleDisplay,
/// Properties are in the advanced dropdown in a details panel
AdvancedDisplay,
/// Indicates that this property can be edited by property windows in the editor
EditAnywhere,
/// Indicates that this property can be edited by property windows, but only on instances, not on archetypes
EditInstanceOnly,
/// Indicates that this property can be edited by property windows, but only on archetypes
EditDefaultsOnly,
/// Indicates that this property is visible in property windows, but cannot be edited at all
VisibleAnywhere,
/// Indicates that this property is only visible in property windows for instances, not for archetypes, and cannot be edited
VisibleInstanceOnly,
/// Indicates that this property is only visible in property windows for archetypes, and cannot be edited
VisibleDefaultsOnly,
/// This property can be read by blueprints, but not modified.
BlueprintReadOnly,
/// This property has an accessor to return the value. Implies BlueprintReadOnly if BlueprintSetter or BlueprintReadWrite is not specified. (usage: BlueprintGetter=FunctionName).
BlueprintGetter,
/// This property can be read or written from a blueprint.
BlueprintReadWrite,
/// This property has an accessor to set the value. Implies BlueprintReadWrite. (usage: BlueprintSetter=FunctionName).
BlueprintSetter,
/// 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. It is not legal
/// to use on struct properties or parameters.
AssetRegistrySearchable,
/// Property should be serialized for save games.
/// This is only checked for game-specific archives with ArIsSaveGame set
SaveGame,
/// MC Delegates only. Property should be exposed for calling in blueprint code
BlueprintCallable,
/// MC Delegates only. This delegate accepts (only in blueprint) only events with BlueprintAuthorityOnly.
BlueprintAuthorityOnly,
/// Property shouldn't be exported to text format (e.g. copy/paste)
TextExportTransient,
/// Property shouldn't be serialized, can still be exported to text
SkipSerialization,
/// If true, the self pin should not be shown or connectable regardless of purity, const, etc. similar to InternalUseParam
HideSelfPin,
};
}
UPROPERTY宏的关键字
最新推荐文章于 2023-10-20 16:34:29 发布