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.

 

  1. Extensions -> VAssistX -> Code Generation and Refactoring -> Edit Refactoring Snippets…
  2. Type: By Title then click thebutton.
  3. 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$SymbolName$() {}
}
  1. To use these you just type the shortcut in the editor and it should popup.

 

until next time