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Unreal Engine C++ API Reference > Runtime > CoreUObject > UObject
References
Module | CoreUObject |
Header | /Engine/Source/Runtime/CoreUObject/Public/UObject/ObjectMacros.h |
Include | #include "UObject/ObjectMacros.h" |
Syntax
namespace UP
{
enum
&123;
Const,
Config,
GlobalConfig,
Localized,
Transient,
DuplicateTransient,
NonPIETransient,
NonPIEDuplicateTransient,
Ref,
Export,
NoClear,
EditFixedSize,
Replicated,
ReplicatedUsing,
NotReplicated,
Interp,
NonTransactional,
Instanced,
BlueprintAssignable,
Category,
SimpleDisplay,
AdvancedDisplay,
EditAnywhere,
EditInstanceOnly,
EditDefaultsOnly,
VisibleAnywhere,
VisibleInstanceOnly,
VisibleDefaultsOnly,
BlueprintReadOnly,
BlueprintGetter,
BlueprintReadWrite,
BlueprintSetter,
AssetRegistrySearchable,
SaveGame,
BlueprintCallable,
BlueprintAuthorityOnly,
TextExportTransient,
SkipSerialization,
HideSelfPin,
FieldNotify,
&125;
}
Values
Name | Description |
---|---|
Const | This property is const and should be exported as const. |
Config | Property should be loaded/saved to ini file as permanent profile. |
GlobalConfig | Same as above but load config from base class, not subclass. |
Localized | Property should be loaded as localizable text. Implies ReadOnly. |
Transient | Property is transient: shouldn't be saved, zero-filled at load time. |
DuplicateTransient | Property should always be reset to the default value during any type of duplication (copy/paste, binary duplication, etc.) |
NonPIETransient | Property should always be reset to the default value unless it's being duplicated for a PIE session - deprecated, use NonPIEDuplicateTransient instead. |
NonPIEDuplicateTransient | Property should always be reset to the default value unless it's being duplicated for a PIE session. |
Ref | Value is copied out after function call. Only valid on function param declaration. |
Export | Object property can be exported with it's owner. |
NoClear | Hide clear button in the editor. |
EditFixedSize | Indicates that elements of an array can be modified, but its size cannot be changed. |
Replicated | Property is relevant to network replication. |
ReplicatedUsing | Property is relevant to network replication. Notify actors when a property is replicated (usage: ReplicatedUsing=FunctionName). |
NotReplicated | Skip replication (only for struct members and parameters in service request functions). |
Interp | Interpolatable property for use with cinematics. Always user-settable in the editor. |
NonTransactional | Property isn't transacted. |
Instanced | Property is a component reference. Implies EditInline and Export. |
BlueprintAssignable | MC Delegates only. Property should be exposed for assigning in blueprints. |
Category | Specifies the category of the property. Usage: Category=CategoryName. |
SimpleDisplay | Properties appear visible by default in a details panel. |
AdvancedDisplay | Properties are in the advanced dropdown in a details panel. |
EditAnywhere | Indicates that this property can be edited by property windows in the editor. |
EditInstanceOnly | Indicates that this property can be edited by property windows, but only on instances, not on archetypes. |
EditDefaultsOnly | Indicates that this property can be edited by property windows, but only on archetypes. |
VisibleAnywhere | Indicates that this property is visible in property windows, but cannot be edited at all. |
VisibleInstanceOnly | Indicates that this property is only visible in property windows for instances, not for archetypes, and cannot be edited. |
VisibleDefaultsOnly | Indicates that this property is only visible in property windows for archetypes, and cannot be edited. |
BlueprintReadOnly | This property can be read by blueprints, but not modified. |
BlueprintGetter | This property has an accessor to return the value. Implies BlueprintReadOnly if BlueprintSetter or BlueprintReadWrite is not specified. (usage: BlueprintGetter=FunctionName). |
BlueprintReadWrite | This property can be read or written from a blueprint. |
BlueprintSetter | This property has an accessor to set the value. Implies BlueprintReadWrite. (usage: BlueprintSetter=FunctionName). |
AssetRegistrySearchable | 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. |
SaveGame | Property should be serialized for save games. |
BlueprintCallable | MC Delegates only. Property should be exposed for calling in blueprint code. |
BlueprintAuthorityOnly | MC Delegates only. This delegate accepts (only in blueprint) only events with BlueprintAuthorityOnly. |
TextExportTransient | Property shouldn't be exported to text format (e.g. copy/paste) |
SkipSerialization | Property shouldn't be serialized, can still be exported to text. |
HideSelfPin | If true, the self pin should not be shown or connectable regardless of purity, const, etc. similar to InternalUseParam. |
FieldNotify | Generate a field entry for the NotifyFieldValueChanged interface. |
Remarks
Valid keywords for the UPROPERTY macro