UE4 PROPERTY (EditAnywhere, VisibleAnywhere, BlueprintReadWrite, BlueprintReadOnly)...

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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