Unreal Dump
- see
\Runtime\Core\Public\Misc\EnumRange.h. for (const EMyEnum Val : TEnumRange<EMyEnum>())- Required to use
ENUM_RANGE_BY_COUNT,ENUM_RANGE_BY_FIRST_AND_LAST, orENUM_RANGE_BY_VALUES
- see
BlueprintAuthorityOnly, tbh some of
these TIL.
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "MyCategory")
EditCondition, VisibleCondition, and EditConditionHides
UPROPERTY(..., meta = (EditCondition="bToggled"))orUPROPERTY(..., meta = (EditCondition="MyEnum == MyEnum::None"))etc
FSimpleMulticastDelegate and FSimpleDelegate
- These are delegates that you can bind only in C++ and don’t support any args. If using these you don’t have to do the macro to define them as they’re already defined so it helps clean up your classes.
TArrayView
- You can do some cool stuff with this class, such as splitting an array.
FDateRange, FDoubleRange, FFloatRange, FInt8Range, FInt16Range, FInt32Range, FInt64Range -
- see
\Runtime\Core\Public\Math\Range.h
- see
FWorldDelegates
UE_NONCOPYABLE macro
FFormatNamedArguments
UE_ARRAY_COUNT
ThisClass - used when well… using delegates etc &ThisClass::MethodName
UEnum class - has some really useful methods
PawnLeavingGame - override this in your PlayerController class and it will prevent your pawn from being destroyed on disconnect
FDebug::DumpStackTraceToLog to dump the callstack to the log
ObjectInitializer.DoNotCreateDefaultSubobject
NotifyControllerChanged on the Pawn
#include UE_INLINE_GENERATED_CPP_BY_NAME(ClassFileName) in cpp files
ULineBatchComponent - useful for drawing debug (DrawDebug*)
UE_DISABLE_OPTIMIZATION & UE_ENABLE_OPTIMIZATION
FMessageLog(“MapCheck”).*
[/Script/EngineSettings.GameMapsSettings] - EditorTemplateMapOverrides
until next time