UFUNCTION
Description Valid Keywords These Keywords are also valid for UDELEGATE. BlueprintImplementableEvent This function is designed to be overridden by a blueprint. Do not provide a body for this functio...
Description
Valid Keywords
These Keywords are also valid for UDELEGATE.
BlueprintImplementableEvent
This function is designed to be overridden by a blueprint. Do not provide a body for this function; the autogenerated code will include a thunk that calls ProcessEvent to execute the overridden body.
BlueprintNativeEvent
This function is designed to be overridden by a blueprint, but also has a native implementation. Provide a body named [FunctionName]_Implementation instead of [FunctionName]; the autogenerated code will include a thunk that calls the implementation method when necessary.
SealedEvent
This function is sealed and cannot be overridden in subclasses. It is only a valid keyword for events; declare other methods as static or FINAL to indicate that they are sealed.
Exec
This function is executable from the Console CLI.
Server
This function is replicated, and executed on servers. Provide a body named [FunctionName]_Implementation instead of [FunctionName]. The auto-generated code will include a thunk that calls the implementation method when necessary.
Client
This function is replicated, and executed on clients. Provide a body named [FunctionName]_Implementation instead of [FunctionName]. The auto-generated code will include a thunk that calls the implementation method when necessary.
NetMulticast
This function is both executed locally on the server and replicated to all clients, regardless of the Actor's NetOwner
Reliable
Replication of calls to this function should be done on a reliable channel. Only valid when used in conjunction with Client or Server
Unreliable
Replication of calls to this function can be done on an unreliable channel. Only valid when used in conjunction with Client or Server
BlueprintPure
This function fulfills a contract of producing no side effects, and additionally implies BlueprintCallable. Useful and clean way to implement "Get" functions.
Additionally can be marked as false on const functions to make them non-pure.
BlueprintCallable
This function can be called from Blueprints or C++ and will be exposed to the user of Blueprint editing tools.
BlueprintAuthorityOnly
This function will not execute from Blueprint code if running on something without network authority.
BlueprintCosmetic
This function is cosmetic-only and will not run on dedicated servers.
CustomThunk
The UnrealHeaderTool code generator will not produce a execFoo thunk for this function. It is up to the user to provide one.
Category
Specifies the category of the function when displayed in Blueprint editing tools.
WithValidation
This function must supply a _Validate implementation
ServiceRequest
This function is RPC service request
ServiceResponse
This function is RPC service response
Valid Meta Properties
ToolTip
Overrides the automatically generated tooltip from the class comment
ShortTooltip
A short tooltip that is used in some contexts where the full tooltip might be overwhelming (such as the parent class picker dialog)
AdvancedDisplay
Used with a comma-separated list of parameter names that should show up as advanced pins (requiring UI expansion). Alternatively you can set a number, which is the number of paramaters from the start that should *not* be marked as advanced (eg 'AdvancedDisplay="2"' will mark all but the first two advanced).
ArrayParm
Indicates that a BlueprintCallable function should use a Call Array Function node and that the parameters specified in the comma delimited list should be treated as wild card array properties.
ArrayTypeDependentParams
Used when ArrayParm has been specified to indicate other function parameters that should be treated as wild card properties linked to the type of the array parameter.
AutoCreateRefTerm
Not documented
BlueprintInternalUseOnly
This function is an internal implementation detail, used to implement another function or node. It is never directly exposed in a graph.
BlueprintProtected
This function can only be called on 'this' in a blueprint. It cannot be called on another instance.
CallableWithoutWorldContext
Used for BlueprintCallable functions that have a WorldContext pin to indicate that the function can be called even if the class does not implement the virtual function GetWorld().
CommutativeAssociativeBinaryOperator
Indicates that a BlueprintCallable function should use the Commutative Associative Binary node.
CompactNodeTitle
Indicates that a BlueprintCallable function should display in the compact display mode and the name to use in that mode.
CustomStructureParam
Not documented
DefaultToSelf
For BlueprintCallable functions indicates that the object property named's default value should be the self context of the node
DeprecatedFunction
This function is deprecated, any blueprint references to it cause a compilation warning.
DeprecationMessage
Used in conjunction with DeprecatedNode or DeprecatedFunction to customize the warning message displayed to the user.
ExpandEnumAsExecs
For BlueprintCallable functions indicates that an input exec pin should be created for each entry in the enum specified.
DisplayName
The name to display for this class, property, or function instead of auto-generating it from the name.
HidePin
For BlueprintCallable functions indicates that the parameter pin should be hidden from the user's view.
HideSpawnParms
Not documented
Keywords
For BlueprintCallable functions provides additional keywords to be associated with the function for search purposes.
Latent
Indicates that a BlueprintCallable function is Latent
LatentInfo
For Latent BlueprintCallable functions indicates which parameter is the LatentInfo parameter
MaterialParameterCollectionFunction
For BlueprintCallable functions indicates that the material override node should be used
NativeBreakFunc
For BlueprintCallable functions indicates that the function should be displayed the same as the implicit Break Struct nodes
NativeMakeFunc
For BlueprintCallable functions indicates that the function should be displayed the same as the implicit Make Struct nodes
UnsafeDuringActorConstruction
Used by BlueprintCallable functions to indicate that this function is not to be allowed in the Construction Script.
WorldContext
Used by BlueprintCallable functions to indicate which parameter is used to determine the World that the operation is occurring within.
BlueprintAutocast
Used only by static BlueprintPure functions from BlueprintLibrary. A cast node will be automatically added for the return type and the type of the first parameter of the function.
NotBlueprintThreadSafe
Only valid in Blueprint Function Libraries. Mark this function as an exception to the class's general BlueprintThreadSafe metadata.
DefaultToSelf
Sets the default value of the Blueprint input pin to 'self.'
The pin set to DefaultToSelf doesn't appear to actually say "self," like Target does, making it difficult to know the pin has this property set
Related
UCLASS, UPROPERTY, UFUNCTION, USTRUCT, UMETA, UPARAM, UENUM, UDELEGATE