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Source - CLASS_ABSTRACT
- Class is abstract and can’t be instantiated directly.
- CLASS_COLLAPSE_CATEGORIES
- Display properties in the editor without using categories.
- CLASS_COMPILED_FROM_BLUEPRINT
- Indicates that the class was created from blueprint source material.
- CLASS_CONFIG
- Load object configuration at construction time.
- CLASS_CONFIG_DO_NOT_CHECK_DEFAULTS
- Indicates that object configuration will not check against ini base/defaults when serialized.
- CLASS_CONST
- All properties and functions in this class are const.
- CLASS_CONSTRUCTED
- Class has already been constructed (maybe in a previous DLL version before hot-reload).
- CLASS_DEFAULT_CONFIG
- Save object configuration only to Default INIs, never to local INIs.
- CLASS_DEFAULT_TO_INSTANCED
- Indicates that references to this class default to instanced.
- CLASS_DEPRECATED
- Don’t save objects of this class when serializing.
- CLASS_EDIT_INLINE_NEW
- Class can be constructed from editinline New button.
- CLASS_GLOBAL_USER_CONFIG
- Class settings are saved to AppData (as opposed to CLASS_DEFAULT_CONFIG).
- CLASS_HAS_INSTANCED_REFERENCE
- Class has component properties.
- CLASS_HIDDEN
- Don’t show this class in the editor class browser or edit inline new menus.
- CLASS_HIDE_DROP_DOWN
- Class not shown in editor drop down for class selection.
- CLASS_INHERIT
- Flags inherited from base class.
- CLASS_INTERFACE
- Class is an interface.
- CLASS_INTRINSIC
- Class was declared directly in C++ and has no boilerplate generated by UnrealHeaderTool.
- CLASS_MATCHED_SERIALIZERS
- Matched serializers.
- CLASS_MINIMAL_API
- Indicates that only the bare minimum bits of this class should be DLL exported/imported.
- CLASS_NATIVE
- Class is a native class.
- CLASS_NEEDS_DEFERRED_DEPENDENCY_LOADING
- Class flag indicating objects of this class need deferred dependency loading.
- CLASS_NEWER_VERSION_EXISTS
- Class has been consigned to oblivion as part of a blueprint recompile; newer version exists.
- CLASS_NONE
- No flags.
- CLASS_NOT_PLACEABLE
- Do not allow users to create in the editor.
- CLASS_OPTIONAL
- This object type may not be available in certain context.
- CLASS_PER_OBJECT_CONFIG
- Handle object configuration on a per-object basis, rather than per-class.
- CLASS_PER_PLATFORM_CONFIG
- Config for this class is overridden in platform inis.
- CLASS_PROJECT_USER_CONFIG
- Config settings for this class will be saved to Project/User*.ini.
- CLASS_REPLICATION_DATA_IS_SET_UP
- Whether SetUpRuntimeReplicationData still needs to be called for this class.
- CLASS_REQUIRED_API
- Indicates this class must be DLL exported/imported (along with all of its members).
- CLASS_TOKEN_STREAM_ASSEMBLED
- Indicates that the parent token stream has been merged with ours.
- CLASS_TRANSIENT
- This object type can’t be saved; null it out at save time.
- CPF_ADVANCED_DISPLAY
- The property is advanced and not visible by default in the editor details view.
- CPF_ALLOW_SELF_REFERENCE
- Enables the instancing graph self referencing logic.
- CPF_ASSET_REGISTRY_SEARCHABLE
- Asset instances will add properties with this flag to the asset registry automatically.
- CPF_AUTO_WEAK
- Only used for weak pointers, means the export type is autoweak.
- CPF_BLUEPRINT_ASSIGNABLE
- MC Delegates only. Property should be exposed for assigning in blueprint code.
- CPF_BLUEPRINT_AUTHORITY_ONLY
- MC Delegates only. This delegate accepts (only in blueprint) only events with BlueprintAuthorityOnly.
- CPF_BLUEPRINT_CALLABLE
- MC Delegates only. Property should be exposed for calling in blueprint code.
- CPF_BLUEPRINT_READ_ONLY
- This property cannot be modified by blueprint code.
- CPF_BLUEPRINT_VISIBLE
- This property can be read by blueprint code.
- CPF_CONFIG
- Property should be loaded/saved as permanent profile.
- CPF_CONST_PARM
- This is a constant function parameter.
- CPF_CONTAINS_INSTANCED_REFERENCE
- Property contains component references.
- CPF_DEPRECATED
- Property is deprecated. Read it from an archive, but don’t save it.
- CPF_DISABLE_EDIT_ON_INSTANCE
- Disable editing on an instance of this class.
- CPF_DISABLE_EDIT_ON_TEMPLATE
- Disable editing of this property on an archetype/sub-blueprint.
- CPF_DUPLICATE_TRANSIENT
- Property should always be reset to the default value during any type of duplication.
- CPF_EDIT
- Property is user-settable in the editor.
- CPF_EDITOR_ONLY
- Property should only be loaded in the editor.
- CPF_EDIT_CONST
- Property is uneditable in the editor.
- CPF_EDIT_FIXED_SIZE
- Elements of an array can be modified, but its size cannot be changed.
- CPF_EXPERIMENTAL_ALWAYS_OVERRIDEN
- [Experimental] Property should never inherit from the parent when using overridable serialization.
- CPF_EXPERIMENTAL_EXTERNAL_OBJECTS
- Property saves objects in separate files, breaks hard links and reload them based on discovery.
- CPF_EXPERIMENTAL_NEVER_OVERRIDEN
- [Experimental] Property should never be overridden when using overridable serialization.
- CPF_EXPERIMENTAL_OVERRIDABLE_LOGIC
- [Experimental] Property will use overridable serialization logic.
- CPF_EXPORT_OBJECT
- Object can be exported with actor.
- CPF_EXPOSE_ON_SPAWN
- Property is exposed on spawn.
- CPF_GLOBAL_CONFIG
- Load config from base class, not subclass.
- CPF_HAS_GET_VALUE_TYPE_HASH
- This property can generate a meaningful hash value.
- CPF_INSTANCED_REFERENCE
- Property is a component reference.
- CPF_INTERP
- Interpolatable property for use with cinematics.
- CPF_IS_PLAIN_OLD_DATA
- Property can be memcopied instead of CopyCompleteValue / CopySingleValue.
- CPF_NATIVE_ACCESS_SPECIFIERS
- All native access specifier flags.
- CPF_NATIVE_ACCESS_SPECIFIER_PRIVATE
- Private native access specifier.
- CPF_NATIVE_ACCESS_SPECIFIER_PROTECTED
- Protected native access specifier.
- CPF_NATIVE_ACCESS_SPECIFIER_PUBLIC
- Public native access specifier.
- CPF_NET
- Property is relevant to network replication.
- CPF_NONE
- No flags.
- CPF_NON_NULLABLE
- Object property can never be null.
- CPF_NON_PIE_DUPLICATE_TRANSIENT
- Property should only be copied in PIE.
- CPF_NON_TRANSACTIONAL
- Property isn’t transacted.
- CPF_NO_CLEAR
- Hide clear button.
- CPF_NO_DESTRUCTOR
- No destructor.
- CPF_OUT_PARM
- Value is copied out after function call.
- CPF_PARM
- Function/When call parameter.
- CPF_PARM_FLAGS
- All parameter flags.
- CPF_PERSISTENT_INSTANCE
- A object referenced by the property is duplicated like a component.
- CPF_PROTECTED
- Property is protected from the perspective of script.
- CPF_REFERENCE_PARM
- Value is passed by reference; CPF_OUT_PARM and CPF_PARM should also be set.
- CPF_REP_NOTIFY
- Notify actors when a property is replicated.
- CPF_REP_SKIP
- Not replicated. For non replicated properties in replicated structs.
- CPF_REQUIRED_PARM
- Parameter must be linked explicitly in blueprint.
- CPF_RETURN_PARM
- Return value.
- CPF_SAVE_GAME
- Property should be serialized for save games.
- CPF_SIMPLE_DISPLAY
- The property is visible by default in the editor details view.
- CPF_SKIP_SERIALIZATION
- Property shouldn’t be serialized, can still be exported to text.
- CPF_TEXT_EXPORT_TRANSIENT
- Property shouldn’t be exported to text format (e.g. copy/paste).
- CPF_TOBJECT_PTR
- Property is a TObjectPtr instead of a USomething*.
- CPF_TRANSIENT
- Property is transient: shouldn’t be saved or loaded, except for Blueprint CDOs.
- CPF_UOBJECT_WRAPPER
- Property was parsed as a wrapper class like TSubclassOf, FScriptInterface etc.
- CPF_VIRTUAL
- Property is defined on an interface and does not include a useful Offset_Internal.
- CPF_ZERO_CONSTRUCTOR
- memset is fine for construction.
- FUNC_ALL_FLAGS
- All flags.
- FUNC_BLUEPRINT_AUTHORITY_ONLY
- Function will only run if the object has network authority.
- FUNC_BLUEPRINT_CALLABLE
- Function can be called from blueprint code.
- FUNC_BLUEPRINT_COSMETIC
- Function is cosmetic in nature and should not be invoked on dedicated servers.
- FUNC_BLUEPRINT_EVENT
- Function can be overridden/implemented from a blueprint.
- FUNC_BLUEPRINT_PURE
- Function can be called from blueprint code, and is also pure (no side effects).
- FUNC_CONST
- Function can be called from blueprint code, and only reads state (never writes state).
- FUNC_DELEGATE
- Function is delegate signature (single-cast or multi-cast).
- FUNC_DLL_IMPORT
- Function is imported from a DLL.
- FUNC_EDITOR_ONLY
- Function can only be called from an editor script.
- FUNC_EVENT
- Event function.
- FUNC_EXEC
- Executable from command line.
- FUNC_FINAL
- Function is final (prebindable, non-overridable function).
- FUNC_HAS_DEFAULTS
- Function has structs that contain defaults.
- FUNC_HAS_OUT_PARMS
- Function has out (pass by reference) parameters.
- FUNC_MULTICAST_DELEGATE
- Function is a multi-cast delegate signature (also requires FUNC_DELEGATE).
- FUNC_NATIVE
- Native function.
- FUNC_NET
- Function is network-replicated.
- FUNC_NET_CLIENT
- Function is executed on clients.
- FUNC_NET_MULTICAST
- Function is networked multicast Server -> All Clients.
- FUNC_NET_RELIABLE
- Function should be sent reliably on the network.
- FUNC_NET_REQUEST
- Function is sent to a net service.
- FUNC_NET_RESPONSE
- Function response from a net service.
- FUNC_NET_SERVER
- Function is executed on servers.
- FUNC_NET_VALIDATE
- Function must supply a _Validate implementation.
- FUNC_NONE
- No flags.
- FUNC_PRIVATE
- Function is accessible only in the class it is defined in.
- FUNC_PROTECTED
- Function is accessible only in the class it is defined in and subclasses.
- FUNC_PUBLIC
- Function is accessible in all classes.
- FUNC_REQUIRED_API
- Indicates this function is DLL exported/imported.
- FUNC_STATIC
- Static function.
- FUNC_UBERGRAPH_FUNCTION
- Function is used as the merge ‘ubergraph’ for a blueprint.