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Crate uika_ue_flags

Crate uika_ue_flags 

Source

Constants§

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.