Useful Snippets for UE4 using VAX
These require Visual Assist, but you might be able to set this up using the default stuff with Visual Studio.
- Extensions -> VAssistX -> Code Generation and Refactoring -> Edit Refactoring Snippets…
- Type: By Title then click the
button. - Add the following options. Repeat the process for each of these.

Title: UFUNCTION Callable Macro
Shortcut: ufcall
UFUNCTION(BlueprintCallable, Category = "$PROJECT_NAME$|$ClassName$")
Title: UFUNCTION Const Callable Macro
Shortcut: ufcon
UFUNCTION(BlueprintCallable, BlueprintPure=false, Category = "$PROJECT_NAME$|$ClassName$")
Title: UFUNCTION Get Macro
Shortcut: ufget
UFUNCTION(BlueprintPure, Category = "$PROJECT_NAME$|$ClassName$")
Title: UPROPERTY BlueprintAssignable Macro
Shortcut: upass
UPROPERTY(BlueprintAssignable, Category = "$PROJECT_NAME$|$ClassName$", meta = (DisplayName = "$SymbolName$"))
Title: UPROPERTY BlueprintReadOnly Macro
Shortcut: upread
UPROPERTY(BlueprintReadOnly, Category = "$PROJECT_NAME$|$ClassName$", meta = (DisplayName = "$SymbolName$"))
Title: UPROPERTY EditAnywhere Macro
Shortcut: upedit
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "$PROJECT_NAME$|$ClassName$", meta = (DisplayName = "$SymbolName$"))
Title: UPROPERTY EditDefaultsOnly Macro
Shortcut: updef
UPROPERTY(EditDefaultsOnly, Category = "$PROJECT_NAME$|$ClassName$", meta = (DisplayName = "$SymbolName$"))
Title: UPROPERTY Replicated Macro
Shortcut: uprep
UPROPERTY(Replicated)
Title: UENUM Macro
Shortcut: uenum
UENUM(BlueprintType)
enum class E$SymbolName$ : uint8
{
None UMETA(DisplayName = "None"),
};
Title: USTRUCT Macro
Shortcut: ustruct
USTRUCT(BlueprintType)
struct F$SymbolName$
{
GENERATED_BODY()
F$SymbolName$() {}
}- To use these you just type the shortcut in the editor and it should popup.
until next time