You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#UE4doc #docs - Added Engine version field. Unbolded hyperlinks.
[CL 2707765 by Tim Hobson in Main branch]
This commit is contained in:
committed by
Tim.Hobson@epicgames.com
parent
b383089b68
commit
feb38cca08
+6
-5
@@ -2,6 +2,7 @@ Availability:Public
|
||||
Title: Unreal Architecture
|
||||
Crumbs:%ROOT%, Programming
|
||||
Description:Reference to creating and implementing gameplay classes.
|
||||
Version: 4.9
|
||||
|
||||
When programming gameplay elements using C++ code, each module can contain many C++ classes.
|
||||
|
||||
@@ -9,15 +10,15 @@ When programming gameplay elements using C++ code, each module can contain many
|
||||

|
||||
[/REGION]
|
||||
|
||||
Each class defines a template for a new Actor or Object. Within the class header file, the class and any class [**functions**](Programming\UnrealArchitecture\Reference\Functions) and [**properties**](Programming\UnrealArchitecture\Reference\Properties)
|
||||
are declared. Classes can also contain [**structs**](Programming\UnrealArchitecture\Reference\Structs), data structures that help with organization and manipulation of related properties. Structures can also be defined on their own.
|
||||
[**interface**](Programming\UnrealArchitecture\Reference\Interfaces) allow additional gameplay behavior to be implemented by different classes.
|
||||
Each class defines a template for a new Actor or Object. Within the class header file, the class and any class [functions](Programming\UnrealArchitecture\Reference\Functions) and [properties](Programming\UnrealArchitecture\Reference\Properties)
|
||||
are declared. Classes can also contain [structs](Programming\UnrealArchitecture\Reference\Structs), data structures that help with organization and manipulation of related properties. Structures can also be defined on their own.
|
||||
[interface](Programming\UnrealArchitecture\Reference\Interfaces) allow additional gameplay behavior to be implemented by different classes.
|
||||
|
||||
When programming with Unreal Engine, it is possible to have standard C++ classes, functions, and variables. These can be defined using standard C++ syntax. However, `UCLASS()`, `UFUNCTION()`, and
|
||||
`UPROPERTY()` macros can be used to make Unreal Engine aware of the new classes, functions, and variables. For instance, a variable with a declaration prefaced by a `UPROPERTY()` macro can
|
||||
be garbage collected by the engine, and can be displayed and edited within Unreal Editor. There are also `UINTERFACE()` and `USTRUCT()` macros, and keywords for each macro that can be used
|
||||
to specify the [**class**](Programming\UnrealArchitecture\Reference\Classes\Specifiers)'s, [**function**](Programming\UnrealArchitecture\Reference\Functions\Specifiers)'s, [**property**](Programming\UnrealArchitecture\Reference\Properties\Specifiers)'s,
|
||||
[**interface**](Programming\UnrealArchitecture\Reference\Interfaces\Specifiers)'s, or [**struct**](Programming\UnrealArchitecture\Reference\Structs\Specifiers)'s behavior within Unreal Engine and Unreal Editor.
|
||||
to specify the [class](Programming\UnrealArchitecture\Reference\Classes\Specifiers)'s, [function](Programming\UnrealArchitecture\Reference\Functions\Specifiers)'s, [property](Programming\UnrealArchitecture\Reference\Properties\Specifiers)'s,
|
||||
[interface](Programming\UnrealArchitecture\Reference\Interfaces\Specifiers)'s, or [struct](Programming\UnrealArchitecture\Reference\Structs\Specifiers)'s behavior within Unreal Engine and Unreal Editor.
|
||||
|
||||
[OBJECT:TopicButtonList]
|
||||
[PARAM:icon]
|
||||
|
||||
Reference in New Issue
Block a user