UPROPERTY宏的关键字

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, 
	};
}
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