These Keywords are also valid for UDELEGATE.
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.
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.
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.
This function is executable from the Console CLI.
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.
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.
This function is both executed locally on the server and replicated to all clients, regardless of the Actor's NetOwner
Replication of calls to this function should be done on a reliable channel. Only valid when used in conjunction with Client or Server
Replication of calls to this function can be done on an unreliable channel. Only valid when used in conjunction with Client or Server
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.
This function can be called from Blueprints or C++ and will be exposed to the user of Blueprint editing tools.
This function will not execute from Blueprint code if running on something without network authority.
This function is cosmetic-only and will not run on dedicated servers.
The UnrealHeaderTool code generator will not produce a execFoo thunk for this function. It is up to the user to provide one.
Specifies the category of the function when displayed in Blueprint editing tools.
This function must supply a _Validate implementation
This function is RPC service request
This function is RPC service response
Valid Meta Properties
Overrides the automatically generated tooltip from the class comment
A short tooltip that is used in some contexts where the full tooltip might be overwhelming (such as the parent class picker dialog)
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).
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.
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.
This function is an internal implementation detail, used to implement another function or node. It is never directly exposed in a graph.
This function can only be called on 'this' in a blueprint. It cannot be called on another instance.
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().
Indicates that a BlueprintCallable function should use the Commutative Associative Binary node.
Indicates that a BlueprintCallable function should display in the compact display mode and the name to use in that mode.
For BlueprintCallable functions indicates that the object property named's default value should be the self context of the node
This function is deprecated, any blueprint references to it cause a compilation warning.
Used in conjunction with DeprecatedNode or DeprecatedFunction to customize the warning message displayed to the user.
For BlueprintCallable functions indicates that an input exec pin should be created for each entry in the enum specified.
The name to display for this class, property, or function instead of auto-generating it from the name.
For BlueprintCallable functions indicates that the parameter pin should be hidden from the user's view.
For BlueprintCallable functions provides additional keywords to be associated with the function for search purposes.
Indicates that a BlueprintCallable function is Latent
For Latent BlueprintCallable functions indicates which parameter is the LatentInfo parameter
For BlueprintCallable functions indicates that the material override node should be used
For BlueprintCallable functions indicates that the function should be displayed the same as the implicit Break Struct nodes
For BlueprintCallable functions indicates that the function should be displayed the same as the implicit Make Struct nodes
Used by BlueprintCallable functions to indicate that this function is not to be allowed in the Construction Script.
Used by BlueprintCallable functions to indicate which parameter is used to determine the World that the operation is occurring within.
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.
Only valid in Blueprint Function Libraries. Mark this function as an exception to the class's general BlueprintThreadSafe metadata.
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
Data sourced from ObjectMacros.h
Metadata that flags function params that govern what type of object the function returns
Metadata that flags the function output param that will be controlled by the "MD_DynamicOutputType" pin
C++ Template like functionality can be developed for a UFUNCTION using a combination of DeterminesOutputType and DynamicOutputParam.
UFUNCTION(BlueprintCallable, Category="Utilities", meta=(WorldContext="WorldContextObject", DeterminesOutputType="ActorClass", DynamicOutputParam="OutActors")) static void GetAllActorsOfClass(const UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, TArray<AActor*>& OutActors);
In the function (GetAllActorsOfClass), the type of output (OutActors) depends on the type of class (ActorClass) provided.
Metadata to identify an DataTable Pin. Depending on which DataTable is selected we display different RowName options
Metadata that flags TSet parameters that will have their type determined at blueprint compile time
Metadata that flags TMap function parameters that will have their type determined at blueprint compile time
Metadata that flags TMap function parameters that will have their key type determined at blueprint compile time
Metadata that flags TMap function parameter that will have their value type determined at blueprint compile time
Metadata that identifies an integral property as a bitmask.
Metadata that associates a bitmask property with a bitflag enum.
Metadata that identifies an enum as a set of explicitly-named bitflags.
Metadata that signals to the editor that enum values correspond to mask values instead of bitshift (index) values.
Stub function used internally by animation blueprints
Metadata that flags TArray function parameters that will have their type determined at blueprint compile time