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Unreal Engine C++ API Reference > Runtime > Engine > Engine
Inheritance Hierarchy
- UEnum
- UUserDefinedEnum
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/UserDefinedEnum.h |
Include | #include "Engine/UserDefinedEnum.h" |
Syntax
UCLASS (MinimalAPI)
class UUserDefinedEnum : public UEnum
Remarks
An Enumeration is a list of named values.
Variables
Type | Name | Description | |
---|---|---|---|
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TMap< FName, FText > | DisplayNameMap | De-facto display names for enum entries mapped against their raw enum name (UEnum::GetNameByIndex). |
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FText | EnumDescription | Shows up in the content browser when the enum asset is hovered |
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uint32 | UniqueNameIndex |
Constructors
Type | Name | Description | |
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UUserDefinedEnum
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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FString | GenerateFullEnumName
(
const TCHAR* InEnumName |
Generates full enum name give enum name. |
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FString | ||
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void | GetAssetRegistryTags
(
FAssetRegistryTagsContext Context |
|
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void | GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
|
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FString | GetAuthoredNameStringByIndex
(
int32 InIndex |
|
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TSubclassOf< UEnumCookedMetaData > | ||
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FText | GetDisplayNameTextByIndex
(
int32 InIndex |
Overridden to read DisplayNameMap |
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bool | ||
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void | PostDuplicate
(
bool bDuplicateForPIE |
|
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
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void | PostEditUndo () |
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void | PostLoad () |
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void | PostSaveRoot
(
FObjectPostSaveRootContext ObjectSaveContext |
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void | PreSaveRoot
(
FObjectPreSaveRootContext ObjectSaveContext |
|
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bool | Rename
(
const TCHAR* NewName, |
|
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int64 | ResolveEnumerator
(
FArchive& Ar, |
Try to update value in enum variable after an enum's change. |
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void | ||
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bool |