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API > API/Runtime > API/Runtime/CoreUObject > API/Runtime/CoreUObject/UObject
References
Module | CoreUObject |
Header | /Engine/Source/Runtime/CoreUObject/Public/UObject/Script.h |
Include | #include "UObject/Script.h" |
Syntax
enum EFunctionFlags
{
FUNC_None = 0x00000000,
FUNC_Final = 0x00000001,
FUNC_RequiredAPI = 0x00000002,
FUNC_BlueprintAuthorityOnly = 0x00000004,
FUNC_BlueprintCosmetic = 0x00000008,
FUNC_Net = 0x00000040,
FUNC_NetReliable = 0x00000080,
FUNC_NetRequest = 0x00000100,
FUNC_Exec = 0x00000200,
FUNC_Native = 0x00000400,
FUNC_Event = 0x00000800,
FUNC_NetResponse = 0x00001000,
FUNC_Static = 0x00002000,
FUNC_NetMulticast = 0x00004000,
FUNC_UbergraphFunction = 0x00008000,
FUNC_MulticastDelegate = 0x00010000,
FUNC_Public = 0x00020000,
FUNC_Private = 0x00040000,
FUNC_Protected = 0x00080000,
FUNC_Delegate = 0x00100000,
FUNC_NetServer = 0x00200000,
FUNC_HasOutParms = 0x00400000,
FUNC_HasDefaults = 0x00800000,
FUNC_NetClient = 0x01000000,
FUNC_DLLImport = 0x02000000,
FUNC_BlueprintCallable = 0x04000000,
FUNC_BlueprintEvent = 0x08000000,
FUNC_BlueprintPure = 0x10000000,
FUNC_EditorOnly = 0x20000000,
FUNC_Const = 0x40000000,
FUNC_NetValidate = 0x80000000,
FUNC_AllFlags = 0xFFFFFFFF,
}
Values
Name | Description |
---|---|
FUNC_None | Function flags. |
FUNC_Final | |
FUNC_RequiredAPI | |
FUNC_BlueprintAuthorityOnly | |
FUNC_BlueprintCosmetic | |
FUNC_Net | FUNC_ = 0x00000010, // unused. FUNC_ = 0x00000020, // unused. |
FUNC_NetReliable | |
FUNC_NetRequest | |
FUNC_Exec | |
FUNC_Native | |
FUNC_Event | |
FUNC_NetResponse | |
FUNC_Static | |
FUNC_NetMulticast | |
FUNC_UbergraphFunction | |
FUNC_MulticastDelegate | |
FUNC_Public | |
FUNC_Private | |
FUNC_Protected | |
FUNC_Delegate | |
FUNC_NetServer | |
FUNC_HasOutParms | |
FUNC_HasDefaults | |
FUNC_NetClient | |
FUNC_DLLImport | |
FUNC_BlueprintCallable | |
FUNC_BlueprintEvent | |
FUNC_BlueprintPure | |
FUNC_EditorOnly | |
FUNC_Const | |
FUNC_NetValidate | |
FUNC_AllFlags |
Remarks
Function flags.
Note: Please keep ParseFunctionFlags in sync when this enum is modified.
This MUST be kept in sync with EEnumFlags defined in Engine\Source\Programs\Shared\EpicGames.Core\UnrealEngineTypes.cs