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MultiLine UPROPERTY(meta=(MultiLine=true)) "Shows a text box that will grow as the user adds multiple lines. Use `Shift+Enter` to enter a newline character. Note that this is *not* a flag property but a *bool* property. `meta=(MultiLine)` won't do anything. It has to be
about 16 hours ago
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GetValueOptions UPROPERTY(meta=(GetValueOptions="abc")) "Use to limit what are acceptable string values for the value values of a `TMap<..., FText>`, `TMap<..., FString>` or `TMap<..., FName>`. See the `GetOptions` documentation for
1 day ago
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GetKeyOptions UPROPERTY(meta=(GetKeyOptions="abc")) "Use to limit what are acceptable string values for the key values of a `TMap<FText, ...>`, `TMap<FString, ...>` or `TMap<FName, ...>`. See the `GetOptions` documentation for
3 days ago
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GetOptions UPROPERTY(meta=(GetOptions="abc")) "Generates a dropdown instead of a text box for the `FName`/`FString`/`TArray<FString>`/`TArray<FString>`/`TMap` with an `FName` or `FString` property. The contents of the dropdown are populated by the results of the function. For specifying options
4 days ago
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GetRestrictedEnumValues UPROPERTY(meta=(GetRestrictedEnumValues="abc")) "Specifies which enums in a dropdown should be disabled / grayed out."
https://unreal-garden.com/docs/uproperty/#getrestrictedenumvalues
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https://unreal-garden.com/docs/uproperty/#getrestrictedenumvalues
5 days ago
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InvalidEnumValues UPROPERTY(meta=(InvalidEnumValues="abc")) "Disallows listed enum values from being chosen."
https://unreal-garden.com/docs/uproperty/#invalidenumvalues
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https://unreal-garden.com/docs/uproperty/#invalidenumvalues
6 days ago
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ValidEnumValues UPROPERTY(meta=(ValidEnumValues="abc")) "Restricts the allowed enum values to those listed in the string."
https://unreal-garden.com/docs/uproperty/#validenumvalues
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https://unreal-garden.com/docs/uproperty/#validenumvalues
7 days ago
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ArrayClamp UPROPERTY(meta=(ArrayClamp="abc")) "Clamps an integer to be within the range of the specified `TArray`."
https://unreal-garden.com/docs/uproperty/#arrayclamp
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https://unreal-garden.com/docs/uproperty/#arrayclamp
8 days ago
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ForceUnits UPROPERTY(meta=(ForceUnits="abc")) "`Units` seems to allow property editors to override the units used to display values. In comparison `ForceUnits` does not allow any kind of overriding. I would stick to `Units` to be
9 days ago
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Units UPROPERTY(meta=(Units="abc")) "Sets a unit to be shown after the number. For all possible values see the `TEXT` entries in `FParseCandidates` inside (
https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Core/Private/Math/UnitConversion.cppL20
). Using an unknown value
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https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Core/Private/Math/UnitConversion.cppL20
10 days ago
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Multiple UPROPERTY(meta=(Multiple=123)) Docs: Used for numeric properties. Stipulates that the value must be a multiple of the metadata value.
https://unreal-garden.com/docs/uproperty/#multiple
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11 days ago
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Delta UPROPERTY(meta=(Delta=123)) "Changes the amount that the number changes when dragging. This does not perform any validation, the user is still free to manually enter a number that is not a multiple of the value. To perform validation, use the `Multiple`
12 days ago
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SliderExponent UPROPERTY(meta=(SliderExponent=123)) Docs: Used by numeric properties. Indicates how rapidly the value will grow when moving an unbounded slider.
https://unreal-garden.com/docs/uproperty/#sliderexponent
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https://unreal-garden.com/docs/uproperty/#sliderexponent
13 days ago
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NoSpinbox UPROPERTY(meta=(NoSpinbox=true)) "Without this flag, when mousing over a property input box the cursor will change to show arrows, allowing the user to click and drag to change the value in the input box. This flag stops that happening. Note that this is a bool not a
14 days ago
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UIMax UPROPERTY(meta=(UIMax=123)) Docs: Used for float and integer properties. Specifies the highest that the value slider should represent.
https://unreal-garden.com/docs/uproperty/#uimax
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https://unreal-garden.com/docs/uproperty/#uimax
15 days ago
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UIMin UPROPERTY(meta=(UIMin=123)) "Setting `UIMin` stops the user being able to drag the property lower than the specified number. The user *can* however set the number lower than this value by typing it in. Most of the time it makes sense to use both `UIMin` and
16 days ago
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ClampMax UPROPERTY(meta=(ClampMax=123)) "`ClampMax` and `ClampMin` force numbers entered into the property to be clamped within the specified range. In comparison, `UIMax` and `UIMin` stop the number from going outside the bounds when the user drags their mouse, but still allows them to type in a
17 days ago
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ClampMin UPROPERTY(meta=(ClampMin=123)) "`ClampMax` and `ClampMin` force numbers entered into the property to be clamped within the specified range. In comparison, `UIMax` and `UIMin` stop the number from going outside the bounds when the user drags their mouse, but still allows them to type in a
18 days ago
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NoResetToDefault UPROPERTY(meta=(NoResetToDefault)) "This hides the little return arrow that is shown to reset a value back to the value defined in the parent Blueprint or C++ class. This can be especially useful for large structs or arrays, where you would want to avoid people being able to
19 days ago
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Instanced UPROPERTY(Instanced) Docs: Object (`UCLASS`) properties only. When an instance of this class is created, it will be given a unique copy of the Object assigned to this property in defaults. Used for instancing subobjects defined in class default properties. Implies `EditInline` and
20 days ago
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ForceRebuildProperty UPROPERTY(meta=(ForceRebuildProperty="abc")) "Seems to find a child property node with the specified string, and if found, force them to be rebuilt"
https://unreal-garden.com/docs/uproperty/#forcerebuildproperty
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https://unreal-garden.com/docs/uproperty/#forcerebuildproperty
21 days ago
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MaxPropertyDepth UPROPERTY(meta=(MaxPropertyDepth=123)) "You can use this to limit the depth to which nested properties are shown. It might be useful if you have structs within structs within structs to an extreme degree. No examples of this in the source code as far as I can
22 days ago
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DisplayThumbnail UPROPERTY(meta=(DisplayThumbnail=true)) "Can also be used as metadata on `UCLASS()`."
https://unreal-garden.com/docs/uproperty/#displaythumbnail
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https://unreal-garden.com/docs/uproperty/#displaythumbnail
23 days ago
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DisplayPriority UPROPERTY(meta=(DisplayPriority=123)) "Changes the order in which properties are shown within a category. Properties with lower numbers are shown before those with higher numbers. Properties without a `DisplayPriority` tag are given a default value of `MAX_int32` and displayed
24 days ago
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DisplayAfter UPROPERTY(meta=(DisplayAfter="abc")) "Multiple properties with DisplayAfter that refer to the same property will be displayed in the order they are defined."
https://unreal-garden.com/docs/uproperty/#displayafter
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https://unreal-garden.com/docs/uproperty/#displayafter
25 days ago
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NonTransactional UPROPERTY(NonTransactional) Docs: Indicates that changes to this property's value will not be included in the editor's undo/redo history.
https://unreal-garden.com/docs/uproperty/#nontransactional
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https://unreal-garden.com/docs/uproperty/#nontransactional
26 days ago
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InlineEditConditionToggle UPROPERTY(meta=(InlineEditConditionToggle)) "Instead of showing the `bool` property separately, it is instead displayed inline, to the left of the property that it is controlling. Note that this meta flag should be put on the `bool` property, not the property with the
27 days ago
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EditConditionHides UPROPERTY(meta=(EditConditionHides)) "By default, `EditCondition` changes properties to be read-only when the condition evaluates to false. With `EditConditionHides`, the property is hidden. I find this useful for hiding larger groups of
28 days ago
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HideEditConditionToggle UPROPERTY(meta=(HideEditConditionToggle)) (No comment or documentation yet...)
https://unreal-garden.com/docs/uproperty/#hideeditconditiontoggle
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https://unreal-garden.com/docs/uproperty/#hideeditconditiontoggle
29 days ago
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EditCondition UPROPERTY(meta=(EditCondition="abc")) "`EditCondition` can be used to change a property from read-only to writeable depending on another property. The simplest way is simply using another `bool` property, but as of 4.23 more complex statements are supported. It is worth noting that
30 days ago
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FullyExpand UPROPERTY(meta=(FullyExpand=true)) (No comment or documentation yet...)
https://unreal-garden.com/docs/uproperty/#fullyexpand
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https://unreal-garden.com/docs/uproperty/#fullyexpand
about 1 month ago
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ShowInnerProperties UPROPERTY(meta=(ShowInnerProperties)) "Seems to be used for object references, whereas `ShowOnlyInnerProperties` is used for Structs? `EditInline` or `Instanced` seems to be co-occurrent."
https://unreal-garden.com/docs/uproperty/#showinnerproperties
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https://unreal-garden.com/docs/uproperty/#showinnerproperties
about 1 month ago
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EditInline UPROPERTY(meta=(EditInline)) "Using this shows the error "`EditInline` is deprecated. Remove it, or use `Instanced` instead.""
https://unreal-garden.com/docs/uproperty/#editinline
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about 1 month ago
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SimpleDisplay UPROPERTY(SimpleDisplay) Docs: Visible or editable properties appear in the Details panel and are visible without opening the "Advanced" section.
https://unreal-garden.com/docs/uproperty/#simpledisplay
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about 1 month ago
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AdvancedDisplay UPROPERTY(AdvancedDisplay) "Any properties with `AdvancedDisplay` are hidden under a section that is opened with a dropdown arrow. Useful for separating properties that are rarely used or only useful to advanced
about 1 month ago
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ToolTip UPROPERTY(meta=(ToolTip="abc")) "Show a tooltip with this text when mousing over the property."
https://unreal-garden.com/docs/uproperty/#tooltip
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https://unreal-garden.com/docs/uproperty/#tooltip
about 1 month ago
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DisplayName UPROPERTY(meta=(DisplayName="abc")) "Changes the text label used with the property. This is used both in the Details panel and for Useful when there are internal programmer-only technical terms that do not need to be shown to the
about 1 month ago
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Category UPROPERTY(Category="abc") "Using `Category`, it's possible to group properties together into expandable folders. The pipe character `|` can be used to create sub-folders. For example `Category="Character Info|Health"` would create two folders: `Character Info`, and within that,
about 1 month ago
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StructTypeConst UPROPERTY(meta=(StructTypeConst)) "Does not allow the user to change the instanced struct in the drop-down menu."
https://unreal-garden.com/docs/uproperty/#structtypeconst
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https://unreal-garden.com/docs/uproperty/#structtypeconst
about 1 month ago
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ExcludeBaseStruct UPROPERTY(meta=(ExcludeBaseStruct)) "Used in combination with `BaseStruct`, but with this flag the base struct cannot be chosen."
https://unreal-garden.com/docs/uproperty/#excludebasestruct
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https://unreal-garden.com/docs/uproperty/#excludebasestruct
about 1 month ago
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BaseStruct UPROPERTY(meta=(BaseStruct="abc")) "There are two different ways of limiting which instanced structs can be chosen in the editor: a) Use FInstancedStruct and set the BaseStruct meta property to point to structure. b) Use `TInstancedStruct<T>` templated property and point it to the
about 1 month ago
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ShowOnlyInnerProperties UPROPERTY(meta=(ShowOnlyInnerProperties)) "Useful when you want to avoid making users click to expand an struct, for example when it is the only thing inside an outer class. Does not work for
about 1 month ago
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HideInDetailPanel UPROPERTY(meta=(HideInDetailPanel)) "Not sure this is very useful for anything. Events are not really shown in a useful way in the details panel. The green + shape button that is shown on `UButton` is a UMG-specific editor customization so this does not relate to showing events in
about 1 month ago
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EditDefaultsOnly UPROPERTY(EditDefaultsOnly) Docs: Indicates that this property can be edited by property windows, but only on archetypes. This Specifier is incompatible with any of the "Visible" Specifiers.
https://unreal-garden.com/docs/uproperty/#editdefaultsonly
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https://unreal-garden.com/docs/uproperty/#editdefaultsonly
about 1 month ago
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EditInstanceOnly UPROPERTY(EditInstanceOnly) "You might want to make a property `EditInstanceOnly` if it does not make sense to have a default value in the Blueprint asset. For example a `ATrigger` actor could point to `ADoor` instances within a map and tell them to open when the trigger is
about 1 month ago
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EditAnywhere UPROPERTY(EditAnywhere) "The value of `EditAnywhere` properties can be changed in both the Details Panel of Blueprint assets and the Details Panel of Blueprint instances. Note that this refers to being editable in the __Details__ panel, not visible through the Blueprint Graph. For
about 2 months ago
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VisibleInstanceOnly UPROPERTY(VisibleInstanceOnly) "This property will only be visible in Blueprint instances, like those that exist in the map. This is a more rarely-used visibility specifier, but you could maybe use it for showing Blueprint users the values of properties that are defined in C++
about 2 months ago
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VisibleDefaultsOnly UPROPERTY(VisibleDefaultsOnly) ""Defaults" in this context means that this property will be visible in Blueprint classes (e.g. the `BP_Cat` asset in your content browser), but not instances (e.g. `Cat` in your map). You might want to make a property VisibleDefaultsOnly if it is
about 2 months ago
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VisibleAnywhere UPROPERTY(VisibleAnywhere) "Properties marked with `VisibleAnywhere` are visible in the both Details Panel of Blueprint assets and the Details Panel of Blueprint instances within maps. Note that this refers to being visible in the *Details Panel*, not visible in the *Blueprint
about 2 months ago
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Async Timing
https://voithos.io/articles/asynctask-timing/
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https://voithos.io/articles/asynctask-timing/
about 2 months ago
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