// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #pragma once #include "EnumOnlyHeader.h" #include "TestObject.generated.h" UCLASS() class UTestObject : public UObject { GENERATED_BODY() public: UTestObject(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); UFUNCTION(BlueprintCallable, Category="Random") void TestForNullPtrDefaults(UObject* Obj1 = NULL, UObject* Obj2 = nullptr, UObject* Obj3 = 0); UPROPERTY() int32 Cpp11Init = 123; UPROPERTY() ECppEnum EnumProperty; UPROPERTY() TMap TestMap; UFUNCTION() void CodeGenTestForEnumClasses(ECppEnum Val); UFUNCTION(Category="Xyz", BlueprintCallable) TArray ReturnArrayOfUClassPtrs(); UFUNCTION() int32 InlineFunc() { return FString("Hello").Len(); } UFUNCTION() int32 InlineFuncWithCppMacros() #if CPP { return FString("Hello").Len(); } #endif UFUNCTION(BlueprintNativeEvent, Category="Game") UClass* BrokenReturnTypeForFunction(); #if 0 UPROPERTY() ITestInterface* ShouldGiveAMeaningfulErrorAboutTScriptInterface; #endif #if BLAH UFUNCTION() int x; // This should not compile if UHT parses it, which it shouldn't #elif BLAH2 UFUNCTION() int x; #else UFUNCTION() int x; #endif #ifdef X UFUNCTION() int x; #ifndef X UFUNCTION() int x; #elif BLAH4 UFUNCTION() int x; #else UFUNCTION() int x; #endif UFUNCTION() int x; #elif BLAH3 UFUNCTION() int x; #ifndef X UFUNCTION() int x; #elif BLAH4 UFUNCTION() int x; #else UFUNCTION() int x; #endif UFUNCTION() int x; #else UFUNCTION() int x; #ifndef X UFUNCTION() int x; #elif BLAH4 UFUNCTION() int x; #else UFUNCTION() int x; #endif UFUNCTION() int x; #endif #ifndef X UFUNCTION() int x; #elif BLAH4 UFUNCTION() int x; #else UFUNCTION() int x; #endif };