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Unreal Engine 4 C++ 1.

2 UENUM()

Cheat Sheet XL BlueprintType Enums marked with this at-


tribute, can be used from
(C) J. Böhmer, March 2018 within Blueprints.
Bitflags (Meta) Enums marked with this at-
Licensed under CC BY-NC-SA 4.0 tribute, can be used as Bit-
Version 1.1 Mask in UPROPERTYs.
DisplayName (UMETA) Use this inside of an Enum, to
override the name displayed in-
1 Reflection System side the Editor. See usage be-
low:
1.1 UFUNCTION() //Note that enums must be declared before any class
UENUM(BlueprintType)
BlueprintAuthorityOnly This function will not execute
enum class ETestEnum {
from Blueprint code if running
FirstEntry UMETA(DisplayName="OtherName"),
on something without network
//...
authority
}
BlueprintCosmetic This function is cosmetic-only
UENUM(meta=(Bitflags))
and will not run on dedicated
enum class EMyEnum {
servers
FirstBit,
Blueprint- This function is designed to be
SecondBit
ImplementableEvent overriden by a blueprint. Dont
}
provide a body for this function
in C++.
BlueprintNativeEvent This function is designed to 1.3 UPARAM()
be overriden by a blueprint,
but also has a native im- ref By default, when you pass an reference to
plementation. Provide a Blueprint callable function, it will appear
a body named [Function- as an output node in the Editor. Use this
Name] Implementation attribute, to mark it as an input.
BlueprintPure This function has no side effects DisplayName Use this name to override the name un-
on the object. Useful for ”Get” der which the parameter appears in the
functions. Implies Blueprint- Blueprint Editor
Callable UFUNCTION(BlueprintCallable)
BlueprintCallable This function can be called from void MyFunc(UPARAM(ref) TArray<int>* IntArray);
Blueprints and/or C++. UFUNCTION(BlueprintCallable)
Category Specifies the category of the void OtherFunc(UPARAM(DisplayName="Name" float f);
function within the Editor. Sup-
ports sub-categories separated
by ”|” 1.4 UCLASS()
Exec This function is callable from the
Abstract An class that is marked as abstract can
Console CLI.
not be placed or instanced during runtime.
AdvancedDisplay List parameter names seperated
This is especially useful for classes, that
(Meta) by commas. Every parameter in
does not provide functionality on their own
this list will appear as advanced
and must be inherited and modified for
pins in Blueprint Editor.
meaningful usage.
DevelopmentOnly Functions marked like this, will
Blueprintable Classes marked with this attribute can be
(Meta) only run in Development builds
used as a base class for creating Blueprints.
and not in shipping builds. This
On Default this is deactivated. The at-
is useful for things like Debug
tribute is inherited by child classes, use
Output
NotBlueprintable on childs to disable this.
BlueprintProtected This function can only be called
BlueprintType Classes with this attribute can be used as
(Meta) on the owning object in a
variable type in Blueprints.
Blueprint not on any other in-
Placeable Classes marked as Placable, can be cre-
stances.
ated and placed in a level, UI Scene or
UFUNCTION(Exec) Blueprint via the Editor. The flag is inher-
void ConsoleCommand(float param); ited by all child classes, use NotPlacable
UFUNCTION(BlueprintPure) on child to disable this.
static FRotator MakeRotator(flat f);
UFUNCTION(BlueprintImplementableEvent) UCLASS(Blueprintable)
void ImportantEvent(int param); class MyClass : public UObject {
UFUNCTION(meta=(DevelopmentOnly)) //Class code ...
float NotSoImportantDebugFunc(); }

1
1.5 UPROPERTY() UPROPERTY(EditAnywhere, Category="Category|Sub")
bool BoolProperty;
BlueprintAssignableMulticast Delegates only. Exposes UPROPERTY(BlueprintReadOnly, AdvancedDisplay)
property for assigning in Blueprints TSubclassOf<UStaticMesh> AdvancedMeshClass;
UPROPERTY(meta=(EditCondition="BoolProperty"))
BlueprintCallable Multicast Delegates only. Property
uint16 ConditionalInt;
property for calling in Blueprints
UPROPERTY(meta=(BitMask, BitMaskEnum="EMyEnum"))
BlueprintReadOnly This property can be read by
int32 BitFlags;
blueprints, but not modified
UPROPERTY(meta=(ClampMin="3", ClampMax="4"))
BlueprintReadWrite This property can be read or written
float myFloat;
from a blueprint
Category Specifies the category of the prop-
erty within the Editor. Supports 1.6 USTRUCT()
sub-categories separated by ”|” BlueprintType Structs with this attribute can be
EditAnywhere Indicates that this property can used as type inside Blueprints. Make
be edited via property windows, and Break nodes get automatically
archetypes and instances within the generated.
Editor USTRUCT(BlueprintType)
EditDefaultsOnly Indicates that this property can be struct MyStruct {
edited by property windows, but // ...
only on archetypes. This operator is }
incompatible with the Visible* spec-
ifiers 1.7 Delegates
EditFixedSize Indicates that elements of an array
can be modified in Editor, but its Delegates allow to call variable functions via a type-safe way.
size cannot be changed There are 3 big types of delegates:
EditInstanceOnly Indicates that this property can be • Single-cast Delegates, which can have a single function
edited by property windows, but target, declared with DECLARE_DELEGATE_
only on instances, not on archetypes
• Multi-cast Delegates, which can have multiple function
Transient Property is transient: shouldn’t be
targets, declared with DECLARE_MULTICAST_DELEGATE_
saved, zero-filled at load time
VisibleAnywhere Indicates that this property is visi- • Dynamic Multicasts, which can be serial-
ble in property windows, but cannot ized, and functions can be found by name,
be edited at all declared with DECLARE_DYNAMIC_DELEGATE_ or
VisibleDefaultsOnly Indicates that this property is only DECLARE_DYNAMIC_MULTICAST_DELEGATE_
visible in property windows for
All Delegate macros have the syntax:
archetypes, and cannot be edited
_DELEGATE_<Num>Params(Name,Param1Type,Param2Type,...)
VisibleInstanceOnly Indicates that this property is only
or for functions with return value:
visible in property windows for in-
DECLARE_DELEGATE_RetVal(RetValType, Name)
stances, not for archetypes, and can-
Code example:
not be edited
AdvancedDisplay Moves the property into the Ad- DECLARE_MULTICAST_DELEGATE(VoidDelegate)
vanced dropdown in the Details DECLARE_DELEGATE_OneParam(IntParamDelegate, int32)
panel within the Editor DECLARE_DELEGATE_TwoParams(MyDelegate, int32, AActor*)
NoClear Hides the clear and browse button DECLARE_DELEGATE_RetVal_OneParam(int, Delegate2, uint8)
in the editor for this property.
EditCondition The property can only be edited in void MyFunc;
(Meta) Editor if the specified bool Property void MyFunc2(int32);
is true. Use ! to invert logic (so
you can only edit property if bool is VoidDelegate Del1;
false). //Somewhere in func body
BitMask (mMeta) Change the value of this property in Del1.Add(this, FName("MyFunc")); //Add MyFunc
the Editor using a BitMask, which Del1.Broadcast(); //Call all bound functions
means you can select the value of
each single bits. Use BitMask to IntParamDelegate Del2;
specify a Enum, which entries will Del2.Add(this, FName("MyFunc2)); //Bind MyFunc2
be used to name each bit. Del2.ExecuteIfBound(10); //Call MyFunc2
ClampMax / Use this on float or int property, to
ClampMin (Meta) specify a maximum/minimum, that
can be entered for this property in
2 Useful Console commands
the Editor • Show Collision: Show collision components in game.
MakeEditWidget Use this on a Transform or Rotator
(Meta) property, and the property value can • ToggleDebugCamera: Switch to a separate camera,
be changed using a widget inside the which you can move in world freely and shows some addi-
editor viewport. tional debug infos.

2
• HighResShot [number]: Makes a screen shot with [num- auto FirstActor = ActorArray[0]
ber] times your normal screen resolution. Instead of [num- //Iterate over all Actor in Array
ber] you can provide a resolution the screenshot should for (AActor* Actor : ActorArray) {
have. Actor->SomeFunc();
}
• [CVar] ?: Add a ? after a CVar name and a description
about the CVar will be shown. • TMap: A container, where every element has a key (of
any type), via which you identify every element. Similar to
• DumpConsoleCommands: Prints a list of all available std::map
console commands and CVars.
TMap<int32, FString> StringMap;
• slomo [float]: Slow down or speed up the game. slomo
StringMap.Add(4, TEXT("Foo"));
1.0 is default. slomo 1.5 is faster than normal, slomo 0.5 is
StringMap.Add(-1, TEXT("Bar"));
slower.
//Iterate over all Pairs
• open [mapname]: Load and opens the map with the given for (auto& pair : StringMap)
name. {
pair.Key; //Gets the key of the pair
• help: Opens a page in browser which, lists all console com- *pair.Value; //Gets the value of pair
mands and variables with a description. Searching and filter }
for specific commands is possible.
• TSet: A (fast) container to store unique elements without
order. Similar to C++’s std::Set
3 Classes and Functions
TSet<int32> mySet;
3.1 Base Gameplay Classes mySet.Add(3); //mySet = [3]
mySet.Add(5); //mySet = [3,5]
• UObject: The base class, all classes, that should be used mySet.Add(3); //mySet = [3,5]
within C++ must extend. The name of child classes should //Only one 3 can be added to mySet
start with U (e.g. UMyNewClass).
• TSubclassOf: When you define a UProperty with the type
• AActor: Actor is the base class for all objects, that can TSubclassOf<UMyObject>, the editor allows you only to
be placed in a level. An Actor can has various Components. select classes, which are derived from UMyObject.
Child classes should start with A (e.g AMyNewActor).
UPROPERTY(EditAnywhere)
• APawn: The base class, for all actors, that should be
TSubclassOf<AActor> ActorType;
controled by players or AI.
• FName: FNames provide a fast possibility to reference to
• ACharacter: Characters are Pawn, which has a mesh
things via a name. FNames are case-insensitive and can
collision and movement logic. They represent physical
not be manipulated (they are immutable).
characters in the game world and can use CharacterMove-
mentComponent for walking, flying, jumping and swiming • FText: FText represents a string that can be displayed to
logic. user. It has a built in system for localization (so FTexts
can be translated) and are immutable.
• UActorComponent: The base class for all actor compo-
nents. Components defines some reusable behavior, that • FString: FString is the only class that allows manipula-
can be added to different actors. tion. FStrings can be searched modified and compared, but
this makes FStrings less performant than FText or FName.
• USceneComponent: An Actor Component, which has a
transform (position and rotation) and support for attache-
ments.
3.3 Useful Functions and snippets
• UE LOG(): This functions allows to print message to the
• UPrimitiveComponent: A SceneComponent which can UE Log or the Output Log in the Editor. You can set a
show some kind of geometry, usable for rendering and/or category (you can use LogTemp for temporal usage) and
collision. Examples for this type are StaticMeshComponent, verbosity (like Error, Warning or Display). If you want
SkeletalMeshComponent, or the ShapeComponents. to output a variable, you can use printf syntax. Usage
Example:
3.2 Datastructures and Helpers
//Print Test to console
• TArray: The mostly used container in UE4. The objects UE_LOG(LogTemp, Warning, TEXT("Test"));
in it have a well-defined order, and functions are provided to //Print the value of int n and a string
create, get, modify or sort the elements. Similar to C++’s UE_LOG(LogTemp, Display, TEXT("n=%d"), n);
std::vector. You can iterate over the element like this: UE_LOG(LogTemp, Error, TEXT("%s"), MyString);

TArray<AActor> ActorArray; • AddOnScreenDebugMessage(): If you want to print a


//Add MyActor 3 times debug message directly to the screen you can use AddOn-
ActorArray.Init(MyActor, 3); ScreenDebugMessage() from GEngine. You can specify a
ActorArray.Add(AnotherActor); key, displaying time and display color. A message overrides
//Retrieve the first Actor from array an older message with the same key. Usage example:

3
GEngine->AddOnScreenDebugMessage(-1, 5.f, • check(): If the expression inside check() is false, the execu-
FColor::Red, TEXT("5 second Message")); tion will be halted. The expression is only evaluated, when
//Use FString, if you want to print vars DO_CHECK is set. If you need that the expression is always
GEngine->AddOnScreenDebugMessage(-1, 5.f, evaluated, then use verify().
FColor::Red,
FString::Printf(TEXT("x: %f, y: %f"), x, y)); check(OneProperty == 1);
verify(ImportantCall() != nullptr);
• NewObject(): NewObject() creates a new UObject with
the specific type. Objects created using NewObject() are • checkf(): Behaves like check(), but additional debug info
not visible to the Editor, if you need that, use CreateDe- is printed. verifyf() works analogous.
faultSubObject() instead. Usage example:
• checkNoEntry(): You can mark code path that should
auto RT = NewObject<UTextureRenderTarget2D>(); never be executed with this assertion. If it is still be called,
the execution is halted.
• CreateDefaultSubobject(): This function creates a new
named UObject with the specific type in the context of the switch(Property) {
current actor. Created objects are visible to the Editor, case EEnum:Val1:
but this function can only be used in constructor. Usage return 1;
example: default:
checkNoEntry();
auto Mesh = CreateDefaultSubobject }
<UStaticMeshComponent>(FName("Mesh"));
• unimplemented(): Use this assertions, on functions that
• LoadObject(): This function loads an objects from a are yet unimplemented or must be overridden to work prop-
specific asset. Usage example: erly.

auto Mesh = LoadObject<UStaticMesh>(nullptr, void Function() {


TEXT("StaticMesh’/Asset/Path/Mesh.Mesh’"); //This func must be overriden to work
unimplemented();
• Cast(): Casts an object to the given type. Returns nullptr }
if the object is not castable to this type. The object that
should be casted, must be based on UObject, to work prop-
erly. Usage example: 3.5 Draw Debug Functions
To use the following functions you need to include
AActor* Actor = Cast<AActor>(Other); DrawDebugHelpers.h.
if(Actor != nullptr) {
/* do something */ } • DrawDebugPoint(): Draw a point in the world at a given
location. You can choose Color and size of the point:
• Console Variables: To define a variable that can be
changed via editor (CVar), you can use TAutoConsole- DrawDebugPoint(
Variable in any C++ file: GetWorld(),
MyLocation, //The location as FVector
static TAutoConsoleVariable<int32> CVarMyVar( 20, //size of the point
TEXT("r.MyVar"), FColor(255,0,0), //the color
2,//Default value false, //Not persistant
TEXT("CVar Description\n") 10.f //10s lifetime
TEXT(" 1: Infos about possible values \n"), );
ECVF_Scalability | ECVF_RenderThreadSafe);
• DrawDebugLine(): Draw a line between to points in the
The last parameter are some flags, that defines the behavior world:
of the CVar. When you add ECVF Cheat flag, the CVar
can be only changed in cheat mode. If you want to access DrawDebugLine(
the CVar’s value in C++, then use this: GetWorld(),
Start, //Start point
// only needed if you are not in the same cpp file End, //End point
extern TAutoConsoleVariable<int32> CVarMyVar; FColor(0,255,0), //Line Color
// Retrieve the MyVar value via Game Thread false, //Not persistant
int32 MyVar = CVarMyVar.GetValueOnGameThread(); -1, //Infinite lifetime
0,
3.4 Assertions 10 //Line Thickness
);
Assertions can be used to ensure that specific conditions are
fulfilled, before continue in the program flow. If the checks are
not successful, the execution is halted. Assertions will only work
when the DO_CHECK macro is set (and not zero) during compiling.
There are different types of assertions:

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