Navigation
Unreal Engine C++ API Reference > Runtime > Engine > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/Blueprint.h |
Include | #include "Engine/Blueprint.h" |
Syntax
struct FBPVariableDescription
Remarks
Struct indicating a variable in the generated class
Variables
Type | Name | Description | |
---|---|---|---|
![]() |
FText | Category | Category this variable should be in |
![]() |
FString | DefaultValue | Optional new default value stored as string |
![]() |
FString | FriendlyName | Friendly name of the variable |
![]() |
TArray< struct FBPVariableMetaDataEntry > | MetaDataArray | Metadata information for this variable |
![]() |
uint64 | PropertyFlags | Property flags for this variable - Changed from int32 to uint64 |
![]() |
TEnumAsByte< ELifetimeCondition > | ReplicationCondition | |
![]() |
FName | RepNotifyFunc | |
![]() |
FGuid | VarGuid | A Guid that will remain constant even if the VarName changes |
![]() |
FName | VarName | Name of the variable |
![]() |
FEdGraphPinType | VarType | Type of the variable |
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
Functions
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
int32 | FindMetaDataEntryIndexForKey
(
FName Key |
Find the index in the array of a metadata entry |
![]() ![]() |
const FString & | GetMetaData
(
FName Key |
Gets a metadata value on the variable; asserts if the value isn't present. |
![]() ![]() |
bool | HasMetaData
(
FName Key |
Checks if there is metadata for a key |
![]() |
void | RemoveMetaData
(
FName Key |
Clear metadata value on the variable |
![]() |
void | SetMetaData
(
FName Key, |
Set a metadata value on the variable |