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Questions and Answers
What does the Abstract Specifier indicate?
What does the Abstract Specifier indicate?
What does the AdvancedClassDisplay Specifier do?
What does the AdvancedClassDisplay Specifier do?
Forces all properties of the class to show only in the advanced sections of details panels.
What is the purpose of AutoCollapseCategories?
What is the purpose of AutoCollapseCategories?
Negates AutoExpandCategories for listed categories.
What does Blueprintable signify?
What does Blueprintable signify?
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What does the Const Specifier indicate?
What does the Const Specifier indicate?
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What does the MinimalAPI Specifier do?
What does the MinimalAPI Specifier do?
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What is the purpose of the DependsOn Specifier?
What is the purpose of the DependsOn Specifier?
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What does the HideCategories specifier do?
What does the HideCategories specifier do?
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What does the Transient Specifier imply?
What does the Transient Specifier imply?
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What is indicated by the NotBlueprintable specifier?
What is indicated by the NotBlueprintable specifier?
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What does the ShowFunctions Specifier do?
What does the ShowFunctions Specifier do?
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Study Notes
Class Specifiers in Unreal Engine 4 (UE4)
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Abstract: Marks the class as an abstract base class, disallowing Actors of this class from being placed in Levels. Example: ATriggerBase is abstract, while ATriggerBox is not.
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AdvancedClassDisplay: Forces properties to display only in advanced sections of detail panels. Individual properties can override this using the SimpleDisplay specifier.
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AutoCollapseCategories: Negates effects of AutoExpandCategories for specified categories from a parent class.
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AutoExpandCategories: Automatically expands specified categories in the Unreal Editor Property window. Use class name to auto-expand variables without categories.
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Blueprintable: Allows the class to serve as a base for Blueprints. Default is NotBlueprintable unless inherited differently.
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BlueprintType: Designates the class for use as a variable type in Blueprints.
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ClassGroup: Includes the class and subclasses in the specified group in the Unreal Editor's Actor Browser when Group View is enabled.
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CollapseCategories: Prevents property grouping in categories within the Property windows and propagates to child classes, overridable by DontCollapseCategories.
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Config: Enables the class to store data in configuration files (.ini). Inherited by child classes, but can change the config file by redeclaring.
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Const: All class properties and functions are const, enabling const export. It's inherited by subclasses.
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ConversionRoot: Limits a subclass to convert only to child classes of the first root class in the hierarchy.
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CustomConstructor: Stops automatic generation of the class constructor declaration.
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DefaultToInstanced: Marks instances of the class as instanced, meaning components are duplicated on construction. Inherited by subclasses.
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DependsOn: Specifies classes that must be compiled before this one. Useful when using structs or enums from other classes.
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Deprecated: Indicates the class is deprecated, and its objects will not be serialized. Inherited by subclasses.
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DontAutoCollapseCategories: Negates inherited AutoCollapseCategories specifier for specified categories.
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DontCollapseCategories: Cancels inherited CollapseCategories specifier from a base class.
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EditInlineNew: Allows creation of class objects from the Property window in the Unreal Editor. Propagated to child classes.
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HideCategories: Lists categories to be hidden from the user entirely; can use class names to hide properties without specific categories.
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HideDropdown: Prevents the class from appearing in property window combo boxes.
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HideFunctions: Hides all functions within specified categories from the user.
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HideFunctions (specific): Specifically hides named functions from user visibility.
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Intrinsic: Indicates the class is declared directly in C++, not generated by Unreal Header Tool. Not advised for new classes.
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MinimalAPI: Enables only class type information to be exported, improving compile times by limiting inaccessible functions to external modules.
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NoExport: Prevents inclusion of the class's declaration in automatically generated C++ header files, requiring manual definition in a separate header.
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NonTransient: Negates a Transient specifier from a base class, allowing for saving of objects to disk.
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NotBlueprintable: Specifies that the class cannot be used as a Blueprint base. Default and inherited by subclasses.
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NotPlaceable: Indicates class objects cannot be placed in Levels or Blueprints, overriding any inherited Placeable specifier.
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PerObjectConfig: Stores configuration on a per-object basis in the .ini file, allowing each object to have a dedicated section.
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Placeable: Marks the class as one that can be created and placed in the Editor. Propagates to subclasses, which can override.
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ShowCategories: Negates inherited HideCategories specifier for specified categories.
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ShowFunctions: Displays all functions in listed categories within a property viewer.
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ShowFunctions (specific): Reveals specific named functions in property viewers.
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Transient: Indicates class objects will not be saved to disk, useful for non-persistent native classes like players. Propagated but can be overridden by NonTransient.
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Within: Restricts object existence of this class to the context of an OuterClassName instance, requiring an Outer Object during creation.
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Description
Test your knowledge of Unreal Engine 4 class specifiers with these flashcards. This quiz covers key concepts such as abstract classes and advanced display options, helping you understand their implications in game development. Perfect for both beginners and experienced developers looking to refresh their skills.