UPROPERTY
UProperty variables are declared using standard C++ syntax with additional descriptors, such as variable specifiers and metadata placed above the declaration.
Description
UProperty variables are declared using standard C++ syntax with additional descriptors, such as variable specifiers and metadata placed above the declaration.
UPROPERTY([specifier, specifier, ...], [meta=(key=value, key=value, ...)])
Type VariableName;
Aside from this comprehensive wiki article, the official documentation lists all valid property specifiers excluding the meta data specifiers below.
Garbage Collection
In a nutshell, Garbage Collection (GC) traverses the object hierarchy through designated UPROPERTY's, starting from the root objects (hence AddToRoot and RemoveFromRoot methods). Any object that cannot be reached through this traversal will be garbage collected. Accordingly, non-UPROPERTY variables are not counted by the GC system.
In other words, if you have two UObjects which reference each other (aka. Cyclic Reference), but no other objects refer to them, both of these UObjects will be GCed.
Valid Specifiers
Pro Tip: You can use '''using namespace UP;''' to have these keywords as enums thus potentially have them auto-complete. ''Works with VAssistX''
Pro Tip: All valid UPROPERTY specifiers are listed as enum values in "ObjectBase.h", Line 728
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Const
This property is const and should be exported as const.
As of at least 4.12.5, using this as a UPROPERTY specifier will cause a compilation error. Use one of the Visible* specifiers instead.
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Config
Property should be loaded/saved to ini file as permanent profile.
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GlobalConfig
Same as above but load config from base class, not subclass.
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Localized
Property should be loaded as localizable text. Implies ReadOnly.
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Transient
Property is transient: shouldn't be saved, zero-filled at load time. Opposite of the SaveGame specifier.
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DuplicateTransient
Property should always be reset to the default value during any type of duplication (copy/paste, binary duplication, etc.)
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NonPIETransient
Property should always be reset to the default value during any type of duplication (copy/paste, binary duplication, etc.)
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Ref
Value is copied out after function call. Only valid on function param declaration.
This is a UPARAM specifier; not a UPROPERTY specifier.
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Export
Object property can be exported with it's owner.
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EditInline
Edit this object reference inline in the editor.
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NoClear
Hide clear (and browse) button in the editor.
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EditFixedSize
Indicates that elements of an array can be modified in Editor, but its size cannot be changed.
Static arrays of containers, such as TArray, are not allowed. '''Use dynamic arrays'''.
May not work properly with container arrays of Structs. Mine were not editable. 4.12.5
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Replicated
Property is relevant to network replication.
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ReplicatedUsing
Property will be configured for replication. The provided function is called only when the replicated property is received via replication.
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RepRetry
Retry replication of this property if it fails to be fully sent (e.g. object references not yet available to serialize over the network)
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NotReplicated
Skip replication (only for struct members and parameters in service request functions).
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Interp
Interpolatable property for use with matinee. Always user-settable in the editor.
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NonTransactional
Changes to this variable value will not be included in the editor's undo/redo history.
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Instanced
Property is a component reference. Implies EditInline and Export.
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BlueprintAssignable
MC Delegates only. Property should be exposed for assigning in blueprints.
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Category
Specifies the category of the property within the Editor. Supports sub-categories separated by "|".
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SimpleDisplay
Properties appear visible by default in a details panel
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AdvancedDisplay
Moves the property into the Advanced dropdown in the Details panel within the Editor.
Does not appear to work within property subcategories as of 4.12.5
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EditAnywhere
Indicates that this property can be edited via property windows, archetypes and instances within the Editor.
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EditInstanceOnly
Indicates that this property can be edited by property windows, but only on instances, not on archetypes
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EditDefaultsOnly
Indicates that this property can be edited by property windows, but only on archetypes. This operator is incompatible with the Visible* specifiers.
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VisibleAnywhere
Indicates that this property is visible in property windows, but cannot be edited at all
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VisibleInstanceOnly
Indicates that this property is only visible in property windows for instances, not for archetypes, and cannot be edited
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VisibleDefaultsOnly
Indicates that this property is only visible in property windows for archetypes, and cannot be edited
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BlueprintReadOnly
This property can be read by blueprints, but not modified.
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BlueprintReadWrite
This property can be read or written from a blueprint.
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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. It is not legal to use on struct properties or parameters.
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SaveGame
Property should be serialized for save game. Opposite of the Transient specifier.
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BlueprintCallable
Multicast Delegates only. Property should be exposed for calling in blueprint code
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BlueprintAuthorityOnly
MC Delegates only. This delegate accepts (only in blueprint) only events with BlueprintAuthorityOnly.
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TextExportTransient
Property shouldn't be exported to text format (e.g. copy/paste)
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BindWidget
Soon
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BindWidgetAnim
Soon
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BindWidgetAnimOptional
Soon
Valid Meta Properties
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DisplayName
Sets the display name for the property in the editor. The default value is the variable name with a space before each capital letter beyond the first. For example 'MyVariableName' would display as 'My Variable Name'.
Boolean variables with names that start with a lowercase "b" will be culled by default within the Editor
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AllowAbstract
Used for FStringClassReference properties. Indicates whether abstract class types should be shown in the class picker.
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AllowedClasses
Used for FStringAssetReference properties. Comma delimited list that indicates the class type(s) of assets to be displayed in the asset picker.
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AllowPreserveRatio
Used for FVector properties. It causes a ratio lock to be added when displaying this property in details panels.
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ArrayClamp
Used for integer properties. Clamps the valid values that can be entered in the UI to be between 0 and the length of the array specified.
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ClampMin
Used for float and integer properties. Specifies the minimum value that may be entered for the property.
Does '''not''' work with containers, such as TArray
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ClampMax
Used for float and integer properties. Specifies the maximum value that may be entered for the property.
Does '''not''' work with containers, such as TArray
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DisplayThumbnail
Indicates that the property is an asset type and it should display the thumbnail of the selected asset.
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EditCondition
Specifies a boolean property that is used to indicate whether editing of this property is allowed within the editor.
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ExactClass
Used for FStringAssetReference properties in conjunction with AllowedClasses. Indicates whether only the exact classes specified in AllowedClasses can be used or whether subclasses are valid.
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ExposeFunctionCategories
[Undocumented]
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ExposeOnSpawn
Specifies whether the property should be exposed on a Spawn Actor for the class type.
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FixedIncrement
[Undocumented]
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ForceRebuildProperty
[Undocumented]
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HideAlphaChannel
Used for FColor and FLinearColor properties. Indicates that the Alpha property should be hidden when displaying the property widget in the details.
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IsBlueprintBaseOnly
Used for FStringClassReference properties. Indicates whether only blueprint classes should be shown in the class picker.
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OnlyPlaceable
Used for Subclass properties. Indicates whether only placeable classes should be shown in the class picker.
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MakeEditWidget
When used with certain objects such as an FVector, you get to use an "edit widget" within the editor to transform the object in space.
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MakeStructureDefaultValue
For properties in a structure indicates the default value of the property in a blueprint make structure node.
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MetaClass
Used FStringClassReference properties. Indicates the parent class that the class picker will use when filtering which classes to display.
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Multiple
[Undocumented]
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MultiLine
Used for FString and FText properties. Indicates that the edit field should be multi-line, allowing entry of newlines.
Usage: "meta=(MultiLine=true)"
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NoElementDuplicate
Used for array properties. Indicates that the duplicate icon should not be shown for entries of this array in the property panel.
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NoSpinbox
Used for integer and float properties. Indicates that the spin box element of the number editing widget should not be displayed.
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FilePathFilter
Used by FFilePath properties. Indicates the path filter to display in the file picker.
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RelativePath
Used by FDirectoryPath properties.
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RelativeToGameContentDir
Used by FDirectoryPath properties.
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ShowOnlyInnerProperties
Used for struct properties. The properties of the struct are shown directly in the details panel instead of having the need to expand them to show them.
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SliderExponent
[Undocumented]
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UIMin
Used for float and integer properties. Specifies the lowest that the value slider should represent.
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UIMax
Used for float and integer properties. Specifies the highest that the value slider should represent.