UE4 PROPERTY (EditAnywhere)
UE4 PROPERTY (VisibleAnywhere)
UE4 PROPERTY (BlueprintReadWrite)
UE4 PROPERTY (BlueprintReadOnly)
UE4 PROPERTY (VisibleAnywhere)
UPROPERTY(
Category = "CategoryName")
UPROPERTY(
Category = "Category
|SubCategory")
Description below
https://wiki.unrealengine.com/UPROPERTY
EditAnywhere
Indicates that this property can be edited via property windows, archetypes and instances within the Editor.
EditInstanceOnly
Indicates that this property can be edited by property windows, but only on instances, not on archetypes
EditDefaultsOnly
Indicates that this property can be edited by property windows, but only on archetypes. This operator is incompatible with the Visible* specifiers.
VisibleAnywhere
Indicates that this property is visible in property windows, but cannot be edited at all
VisibleInstanceOnly
Indicates that this property is only visible in property windows for instances, not for archetypes, and cannot be edited
VisibleDefaultsOnly
Indicates that this property is only visible in property windows for archetypes, and cannot be edited
BlueprintReadOnly
This property can be read by blueprints, but not modified.
BlueprintReadWrite
This property can be read or written from a blueprint.
AssetRegistrySearchable
The AssetRegistrySearchable keyword indicates that this property and it's value will be automatically added to the asset registry for any asset class instances containing this as a member variable. It is not legal to use on struct properties or parameters.
SaveGame
Property should be serialized for save game. Opposite of the Transient specifier.
BlueprintCallable
Multicast Delegates only. Property should be exposed for calling in blueprint code
BlueprintAuthorityOnly
MC Delegates only. This delegate accepts (only in blueprint) only events with BlueprintAuthorityOnly.
TextExportTransient
Property shouldn't be exported to text format (e.g. copy/paste)
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