#UE4doc #docs - Added Engine version field. Unbolded hyperlinks.

[CL 2707765 by Tim Hobson in Main branch]
This commit is contained in:
Tim Hobson
2015-09-28 11:18:50 -04:00
committed by Tim.Hobson@epicgames.com
parent b383089b68
commit feb38cca08
@@ -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
![](Programming/Basics/ProjectModuleClassOrg.png)
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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.
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