Unreal Engine 4 Tutorials: C++ UPROPERTY Visibility/Edit specifiers

Опубликовано: 15 Ноябрь 2020
на канале: Stephen Maloney
1,238
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In this video, I create components and variables with all the available UPROPERTY specifiers, and explain how they affect the objects in editor.

Actor: An object placed in the world.
Archetype: The blueprint that exists in the content browser.
Component: An object attached to an actor that gives the actor reusable functionality.
Instance: A copy of the archetype that is placed into a level.

VisibleAnywhere: A variable that can be seen but not changed, or a component that can be seen and it's properties changed.
VisibleInstanceOnly: A variable that is visible in the instance and not the archetype. Doesn't affect components (they stay VisibleAnywhere)
VisibleDefaultsOnly: A variable that can only be seen in the archetype and not the instance. Doesn't affect components.

EditAnywhere: A variable that can be seen and changed in archetypes and instances. Do not use this for components.
EditInstanceOnly: A variable that can be seen and edited only in the instance in a world. Do not use this for components.
EditDefaultsOnly: A variable that can be seen and edited only in the archetype. Do not use this for components.

EditFixedSize: Only use with TArrays, and use it in conjunction with another visibility or edit specifier. It restricts the size of the array from being changed in editor. Initialize the size in the PostLoad() function.

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