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#lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3725068 by Kimio.Yasuda Fixed typo Change 3809004 by Tim.Hobson mesh Distance Field missing updates for cms copy. 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3855470 by Kimio.Yasuda Fixed line alignment Change 3855471 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3855479 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3855492 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3856665 by Joe.Conley Deleting old misnamed file (.PN.udn instead of .JPN.udn) Change 3856858 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3856863 by Masayo.Kondo #loc UE4DocJpn File updated againstINTSourceChangelist:3801260 Change 3856865 by Kimio.Yasuda Updated file agaisnt INTSourceChangelist:3782314 Change 3856869 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3856957 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3856981 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3856984 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3856987 by Kimio.Yasuda Updated file against 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Change 3859738 by Masayo.Kondo Fixed line spaces to match structure Change 3859740 by Masayo.Kondo Fixed lines and spaces in programming section Change 3859747 by Masayo.Kondo Fixed lines in programming section Change 3859755 by Masayo.Kondo Fixed lines in programming section Change 3859756 by Masayo.Kondo Fixed lines in programming section Change 3859757 by Masayo.Kondo Fixed lines in programming section Change 3859759 by Masayo.Kondo Fixed lines in programming section Change 3859768 by Masayo.Kondo Fixed lines in programming section Change 3859769 by Masayo.Kondo Fixed lines in programming section Change 3859774 by Masayo.Kondo Fixed lines in programming section Change 3859776 by Masayo.Kondo Fixed lines in programming section Change 3859778 by Masayo.Kondo Fixed lines in programming section Change 3859780 by Masayo.Kondo Fixed lines in programming section Change 3859783 by Kimio.Yasuda Updated file against INTSourceChecklist:3108692 Change 3859786 by Kimio.Yasuda Updated file 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section Change 3859824 by Masayo.Kondo Fixed line spaces in programming section Change 3859825 by Masayo.Kondo Fixed line spaces in programming section Change 3859828 by Masayo.Kondo Fixed line spaces in programming section Change 3859829 by Masayo.Kondo Fixed line spaces in programming section Change 3859831 by Masayo.Kondo Fixed line spaces in programming section Change 3859835 by Masayo.Kondo Fixed line spaces in programming section Change 3859841 by Masayo.Kondo Fixed "Bookmark"to bookmark Change 3859845 by Masayo.Kondo Fixed line spaces in programming section Change 3859864 by Kimio.Yasuda Fixed structure for migration Change 3861599 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3861603 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3861687 by Kimio.Yasuda Fixed linkage path Change 3861689 by Kimio.Yasuda Remove extra line to match migration structure Change 3861694 by Kimio.Yasuda Fixed structure for migration Change3861697by Kimio.Yasuda Fixed structure for migration Change 3861700 by Kimio.Yasuda Fixed structure for migration Change 3861702 by Kimio.Yasuda Fixed structure for migration Change 3861712 by Kimio.Yasuda Updated file agaistn INTSourceChangelist:3810557 Change 3861717 by Kimio.Yasuda Fixed structure for migration Change 3861765 by Kimio.Yasuda Removed extra index space Change 3861766 by Kimio.Yasuda Fixed structure for migration Change 3861771 by Kimio.Yasuda Anothre structure fix for migration Change3861776by Kimio.Yasuda Fixed structure for migration Change 3861778 by Kimio.Yasuda Fixed structure for migration Change 3861784 by Kimio.Yasuda Updated file against INTSourceChangelist:3746172 Change 3861785 by Kimio.Yasuda Updated file agaisnt INTSourceChangelist:3746172 Change 3861788 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3861795 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3861797 by Kimio.Yasuda Updated file against 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INTSourceChangelist:3108692 Change 3861895 by Kimio.Yasuda Fixed structure for migration Change 3861898 by Kimio.Yasuda Fixed structure for migration Change 3861900 by Kimio.Yasuda Fixed structure for migration Change 3861901 by Kimio.Yasuda Fixed structure for migration Change 3861903 by Kimio.Yasuda Fixed structure for migration Change 3861906 by Kimio.Yasuda Fixed structure for migration Change 3861908 by Kimio.Yasuda Fixed structure for migration Change 3861910 by Kimio.Yasuda Fixed structure for migration Change 3861911 by Kimio.Yasuda Fixed structure for migration Change 3861913 by Kimio.Yasuda Added tag Change 3861914 by Kimio.Yasuda Fixed structure for migration Change 3861915 by Kimio.Yasuda Added tag Change 3861917 by Kimio.Yasuda Fixed structure for migration Change3861919by Kimio.Yasuda Fixed structure for migration Change 3861920 by Masayo.Kondo #loc UE4DocJpn File updated against 3810467 fixed image file sections for migration Change 3861922 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3861929 by Masayo.Kondo #loc UE4DocJpn File updated against 3810467 Change 3861940 by Kimio.Yasuda Updated file against INTSourceChangelist:3108692 Change 3861947 by Kimio.Yasuda Updated structure only for migration (translation partially not completed) Change 3861950 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3861951 by Kimio.Yasuda Inserted a line to fix structure for migration Change 3861954 by Kimio.Yasuda Fixed structure for migration Change 3861955 by Kimio.Yasuda Added hyphen for type Change 3861957 by Kimio.Yasuda Fixed structure for migration Change 3861958 by Kimio.Yasuda Inserted a line to fix structure for migration Change 3861965 by Masayo.Kondo Fixed spaces for migration Change 3861997 by Masayo.Kondo Checked structure for migration Change 3862001 by Masayo.Kondo Fixed for migration Change 3862008 by Masayo.Kondo Fixed for migration Change 3862014 by Masayo.Kondo Fixed for migration Change 3862016 by Masayo.Kondo Fixed for migration Change 3862019 by Masayo.Kondo Fixed for migration Change 3862029 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3108692 Change 3862034 by Masayo.Kondo Fixed for migration Change 3862037 by Masayo.Kondo Fixed for migration Change 3862039 by Masayo.Kondo Fixed for file migration Change 3862049 by Kimio.Yasuda Fixed format Change 3862051 by Kimio.Yasuda Fixed structure for migration Change 3864073 by Masayo.Kondo Fixed for migration Change 3864086 by Masayo.Kondo Fixed spaces and lines Change 3864088 by Kimio.Yasuda Fixed structure for migration Change 3864101 by Masayo.Kondo Put a space between version and 4.9. Change 3864114 by Kimio.Yasuda Updated file against INTSourceChangelist:3108692 Change 3864115 by Kimio.Yasuda Fixed version "V" to capital letter Change 3864116 by Masayo.Kondo Fixed spaces between version and 4.9 and lines Change 3864117 by Kimio.Yasuda Fixed version number Change 3864127 by Kimio.Yasuda Minor adjustment for migration Change 3864133 by Masayo.Kondo Checked structure but only a difference found is a space between description: E has a space which usually do not Change 3864192 by Kimio.Yasuda Updated file against INTSouceChangelist :3782314 Change 3864193 by Masayo.Kondo Fixed for migration Change 3864216 by Masayo.Kondo Checked for structure Change 3864221 by Kimio.Yasuda Fixed typo Change 3864222 by Kimio.Yasuda Minor line adjustment for migration Change 3864226 by Masayo.Kondo Checked for structure Change 3864233 by Masayo.Kondo Checked for structure Change 3864244 by Masayo.Kondo Fixed lines and spaces Change 3864249 by Masayo.Kondo Fixed :-- section| Change 3864296 by Kimio.Yasuda Minor structure adjustment for migration Change 3864322 by Kimio.Yasuda Updated file agaisnt INTSourceChangelist:3780178 Change 3864355 by Kimio.Yasuda Updated file against INTSourceChangelist:3717050 Change 3864358 by Kimio.Yasuda Fixed typo Change 3864383 by Masayo.Kondo Updated for migration Change 3864384 by Masayo.Kondo Updated for migration Change 3864408 by Kimio.Yasuda Added translation Change 3864420 by Masayo.Kondo Fixed line spaces Change 3864426 by Kimio.Yasuda Added translation Change 3864429 by Masayo.Kondo Updated for migration Change 3864431 by Masayo.Kondo Fixed line spaces Change 3864435 by Masayo.Kondo Fixed line spaces Change 3864439 by Masayo.Kondo Fixed line spaces Change 3864442 by Masayo.Kondo Fixed line spaces Change 3864446 by Masayo.Kondo Fixed line spaces Change 3864447 by Kimio.Yasuda Added translation Change 3864451 by Masayo.Kondo Fixed line spaces Change 3864456 by Masayo.Kondo Fixed a space Version Change 3864459 by Masayo.Kondo Fixed line spaces Change 3864461 by Masayo.Kondo Fixed spaces Change 3864463 by Masayo.Kondo Fixed line spaces Change 3864466 by Masayo.Kondo Fixed line spaces Change 3864470 by Kimio.Yasuda Added translation Change 3866266 by Masayo.Kondo Updated for migration Change 3866271 by Masayo.Kondo Fixed line spaces Change 3866273 by Masayo.Kondo Fixed lines and spaces Change 3866279 by Masayo.Kondo Fixed line spaces Change 3866286 by Masayo.Kondo Fixed programming section Change 3866292 by Masayo.Kondo Fixed programming section Change 3866294 by Masayo.Kondo Fixed line spaces Change 3866296 by Masayo.Kondo Fixed line spaces Change 3866298 by Masayo.Kondo Fixed line spaces Change 3866299 by Masayo.Kondo Fixed line spaces Change 3866305 by Masayo.Kondo Fixed asterisk to number1 Change 3866306 by Masayo.Kondo Fixed Version: space Change 3866315 by Masayo.Kondo Fixed line and version spaces Change 3866316 by Masayo.Kondo Fixed ver space Change 3866326 by Masayo.Kondo Fixed line spaces Change 3866331 by Masayo.Kondo Fixed line spaces Change 3866335 by Masayo.Kondo Fixed line spaces Change 3866337 by Masayo.Kondo Fixed line spaces Change 3866345 by Masayo.Kondo Fixed line spaces Change 3866353 by Masayo.Kondo Fixed line spaces Change 3866360 by Masayo.Kondo Fixed programming section comment Change 3866363 by Masayo.Kondo Fixed programming section Change 3866372 by Masayo.Kondo Fixed a line space Change 3866385 by Masayo.Kondo Fixed line spaces Change 3866392 by Masayo.Kondo Fixed for migration Change 3866395 by Masayo.Kondo Fixed line spaces Change 3866400 by Masayo.Kondo Fixed line spaces Change 3866404 by Masayo.Kondo Fixed line spaces Change 3866406 by Masayo.Kondo Fixed line spaces Change 3866417 by Masayo.Kondo Fixed line spaces Change 3866424 by Masayo.Kondo Updated for migration Change 3866427 by Masayo.Kondo Fixed line and colon spaces Change 3866434 by Masayo.Kondo Updated for migration Change 3866442 by Masayo.Kondo Fixed line spaces Change 3866568 by Masayo.Kondo Updated for migration INTSourceChangelist:3781189 Change 3866569 by Masayo.Kondo Fixed line spaces Change 3866570 by Masayo.Kondo Fixed line spaces Change 3866573 by Masayo.Kondo Fixed spaces for migration Change 3866574 by Masayo.Kondo Fixed space for End result part Change 3866575 by Masayo.Kondo Fixed space for End result part Change 3866576 by Masayo.Kondo Fixed End result space Change 3866582 by Masayo.Kondo Fixed End result part Change 3866598 by Masayo.Kondo Fixed line spaces Change 3866601 by Masayo.Kondo Fixed line spaces Change 3866602 by Masayo.Kondo Fixed line spaces Change 3866607 by Masayo.Kondo Fixed line spaces Change 3866609 by Masayo.Kondo Fixed line spaces Change 3866613 by Masayo.Kondo Fixed png file names Change 3866615 by Masayo.Kondo Fixed lines Change 3866617 by Masayo.Kondo Fixed a space Change 3866620 by Masayo.Kondo Updated for migration Change 3866629 by Masayo.Kondo Fixed tabs before 1 Change 3866633 by Masayo.Kondo Fixed line spaces Change 3866640 by Masayo.Kondo Fixed image height section and line spaces Change 3866642 by Masayo.Kondo File updated for INTSourceChangelist:3108692 Change 3866644 by Masayo.Kondo Fixed line spaces Change 3866650 by Masayo.Kondo Updated for INTSourceChangelist:3716214 Change 3866651 by Masayo.Kondo Fixed line spaces Change 3866654 by Masayo.Kondo Fixed line spaces and programinng comments Change 3866657 by Masayo.Kondo Fixed line spaces Change 3866662 by Masayo.Kondo Fixed lines Change 3866669 by Masayo.Kondo Fixed lines Change 3866670 by Masayo.Kondo Fixed line spaces Change 3866671 by Masayo.Kondo Fixed for migration Change 3866672 by Masayo.Kondo Fixed for migration Change 3866673 by Masayo.Kondo Fixed lines Change 3866677 by Masayo.Kondo Fixed lines Change 3866681 by Masayo.Kondo Fixed lines Change 3866683 by Masayo.Kondo Fixed lines Change 3866685 by Masayo.Kondo Fixed for migration Change 3866686 by Masayo.Kondo Fixed lines Change 3866688 by Masayo.Kondo Fixed for migration Change 3866691 by Masayo.Kondo Fixed for migration Change 3866696 by Masayo.Kondo Fixed for migration Change 3866702 by Masayo.Kondo Fixed for migration Change 3868509 by Masayo.Kondo Fixed line spaces Change 3868513 by Masayo.Kondo Fixed line spaces Change 3868521 by Masayo.Kondo Fixed line spaces Change 3868544 by Masayo.Kondo Fixed for migration Change 3868563 by Masayo.Kondo Fixed a space Change 3868572 by Masayo.Kondo Deleted one redundant line beforePurchasing from the Store section Change 3868578 by Masayo.Kondo Fixed a line space before 284 Change 3868586 by Masayo.Kondo Fixed :--- section again Change 3868672 by Masayo.Kondo Added spaces after colons Change 3868679 by Masayo.Kondo Fixedⁿ@" parent:Engine/Editor" part Change 3868856 by Masayo.Kondo Second check for migration Change 3868875 by Masayo.Kondo Second check for migration fix line spaces and indent Change 3868889 by Masayo.Kondo Second check fixed line spaces and deleted JP comment in programming section Change 3868895 by Masayo.Kondo Second fix, one indent Change 3868911 by Masayo.Kondo Second ck, fixed removed part Change 3868924 by Masayo.Kondo Second fix, Change 3868927 by Sungjin.Hong #loc UE4DocKOR Change 3868930 by Masayo.Kondo Second fix, deleted JP comment in programming Change 3868937 by Masayo.Kondo Second fix, deleted JP comment in programming section Change 3868950 by Masayo.Kondo Second fix, deleted JP comment in programming section Change 3868966 by Masayo.Kondo Second check table spaces Change 3868972 by Masayo.Kondo Second check, fixed indent, Change 3868973 by Masayo.Kondo Second ck, fixed Unreal VS file as well Change 3868978 by Masayo.Kondo Second fix Change 3868980 by Masayo.Kondo Fixed Change 3871569 by Masayo.Kondo Second check, added asterisk, removed JP comment in programing section Change 3871579 by Masayo.Kondo Second check Change 3871587 by Masayo.Kondo Fixed headings # Change 3871616 by Kimio.Yasuda Updated file against INTSourceChangelist:3801260 Change 3871617 by Kimio.Yasuda Updated file against INTSourceChangelist:3801260 Change3872326by Robert.Gervais #UE4Doc Updating Linux Quick Start as part of UGS-P4V workflow description. #jira 5789 Change 3873219 by Robert.Gervais #UE4Doc Updating Linux XCompile Toolchain download table. I'll keep this ticket up open until v11_clang-5.0.0-centos7 becomes available for download from our cdn. #jira UEDOC-7081 #code_review jeff.wilson, nick.bullardbradley Change 3873696 by Masayo.Kondo Submitted for migration Change 3873698 by Kimio.Yasuda Updated file against INTSourceChangelist:3873219 Change 3873700 by Kimio.Yasuda Updated file against INTSourceChangelist:3872326 Change 3873766 by Kimio.Yasuda Updated file agaisnt INTSourceChangelist:3782314 Change 3873800 by Masayo.Kondo File updated Change 3873823 by Masayo.Kondo File updated Change 3873836 by Masayo.Kondo File updated fot INT3108692 Change 3873845 by Kimio.Yasuda Added translation Change 3873926 by Kimio.Yasuda Updated file against INTSourceChangelist:3746172 Change 3873927 by Kimio.Yasuda Updated file against INTSourceChangelist:3746532 Change 3873946 by Masayo.Kondo File updated for INTSourceChangelist:3759006 Change 3873948 by Masayo.Kondo File updated for INTSourceChangelist:3750407 Change 3873979 by Kimio.Yasuda Updated file against INTSourceChangelist:3108692 Change 3873982 by Kimio.Yasuda Added translation Change 3873983 by Masayo.Kondo Updated for INTSourceChangelist:3108692 Change 3874000 by Masayo.Kondo Updated for INTSourceChangelist:3108692 Change 3874024 by Masayo.Kondo Updated for INTSourceChangelist:3108692 Change 3875865 by Masayo.Kondo Fixed book mark error, SelectionTool to Select Tool Change 3875906 by Kimio.Yasuda Fixed translation Change 3875909 by Masayo.Kondo Fixed a line space Change 3875947 by Kimio.Yasuda Minor adjustment for file migration Change 3875980 by Kimio.Yasuda Minor structure adjustment for file migration Change 3875999 by Kimio.Yasuda Minor adjustment for file migration Change 3876015 by Kimio.Yasuda Minor adjustment for file migration Change 3876019 by Kimio.Yasuda Added topic-image Change 3876021 by Kimio.Yasuda Another structuer adjustment Change 3876027 by Kimio.Yasuda Updated file against INTSourceChangelist:3801260 Change 3876043 by Kimio.Yasuda Updated file against INTSourceChangelist:3807090 Change 3876069 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876074 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876078 by Kimio.Yasuda Remove space for file migration Change 3876183 by Kimio.Yasuda Updated file against INTSourceChangelist:3108692 Change 3876189 by Kimio.Yasuda Minor adjustment for file migration Change 3876193 by Kimio.Yasuda Inserted space for structure adjustment Change 3876195 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876196 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876198 by Kimio.Yasuda Fixed structure Change 3876204 by Kimio.Yasuda Inserted space for structure adjustment Change 3876207 by Kimio.Yasuda Minor adjustment for file migration Change 3876210 by Kimio.Yasuda Removed "*" for structure adjustment Change 3876212 by Kimio.Yasuda Inserted spaces for structure adjustment Change 3876214 by Kimio.Yasuda Added "*" for structure adjustment Change 3876221 by Kimio.Yasuda Fixed property name from Japanese to English Change 3876225 by Kimio.Yasuda Inserted spaces as necessary for structure adjustment Change 3876229 by Kimio.Yasuda Added topic image line Change 3876233 by Kimio.Yasuda Minor adjustment for file migration Change 3876244 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876251 by Kimio.Yasuda Minor strucutre adjustment for file migration Change 3876262 by Kimio.Yasuda Minor structrue adjustment (Removed *) Change 3876265 by Kimio.Yasuda Minor structure adjustment (inserted line) Change 3876267 by Kimio.Yasuda Minor structure adjustment (inserted space) Change 3876270 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876276 by Kimio.Yasuda Minor structure adjustment for file migation (added space) Change 3876279 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876295 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876305 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876322 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876329 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876332 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876341 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876342 by Kimio.Yasuda Removed extra "*" Change 3876345 by Kimio.Yasuda Added missing "*" Change 3876348 by Sungjin.Hong #loc UE4DocKOR Change 3876354 by Kimio.Yasuda Chaged Version into English Change 3876356 by Kimio.Yasuda Changed 'Version 4.9' back to English Change 3876358 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876365 by Kimio.Yasuda Removed extra space. Change 3876369 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876373 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876396 by Kimio.Yasuda Updated file against INTSourceChangelist:3808342 Change 3876457 by Sungjin.Hong #loc UE4DocKOR Change 3877048 by Arciel.Rekman Linux: update the link to the cross toolchain in docs. - Also updated part of the tutorial that mentioned the toolchain version. Change 3878311 by Kimio.Yasuda Updated file against INTSourceChangelist:3877048 Change 3878388 by Kimio.Yasuda Fixed typo Change3878423by Kimio.Yasuda Updated file against INTSourceChangelist:3877048 Change 3878504 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3878538 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3878563 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3878565 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3878589 by Sungjin.Hong #loc UE4DocKor Change 3878618 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3878621 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3878695 by Kimio.Yasuda Fixed translation Change 3878731 by Kimio.Yasuda Fixed translation Change 3878788 by Masayo.Kondo Fixed an indent Change 3878801 by Masayo.Kondo Updated and added asterisks at beginning Change 3880663 by Masayo.Kondo Removed an extra line Change 3880697 by Masayo.Kondo Fixed layout Change 3880702 by Masayo.Kondo Fixed line spaces between paragraphs Change 3880708 by Masayo.Kondo Added a line space between paragraphs Change 3880717 by Masayo.Kondo Added a numbering 1 Change 3880720 by Masayo.Kondo Fixed indents Change 3880724 by Masayo.Kondo Fixed a line space Change 3880739 by Masayo.Kondo Fixed a line space Change 3880744 by Masayo.Kondo Fixed an indent Change 3880756 by Masayo.Kondo Added an line between paragraphs Change 3880761 by Masayo.Kondo Fixed an indent Change 3880774 by Masayo.Kondo Removed a line between paragraphs Change 3880791 by Masayo.Kondo Updated for INTSourceChangelist:3782314 Change3880803by Masayo.Kondo Added an asterisk at beginning of sentense Change 3880810 by Masayo.Kondo Fixed a line space between paragraphs Change 3880829 by Masayo.Kondo Fixed a line space Change 3880892 by Masayo.Kondo Checked for structure Change 3880944 by Masayo.Kondo Fixed for migration Change3880950by Masayo.Kondo Fixed a line space Change 3880955 by Masayo.Kondo Fixed a heading ## Change 3880968 by Masayo.Kondo File Updated Change 3880973 by Masayo.Kondo Added ## to headlline Change 3881059 by Masayo.Kondo Fixed spaces Change 3881064 by Masayo.Kondo Removed an asterisk Change 3881076 by Masayo.Kondo Fixed indents Change 3881080 by Masayo.Kondo Fixed a line space Change 3881089 by Masayo.Kondo Added an asterisk Change 3881098 by Masayo.Kondo Fixed spaces between numberings Change 3881104 by Masayo.Kondo Checked for structure Change 3881109 by Masayo.Kondo Fixed skill field Change 3881118 by Masayo.Kondo Fixed skill level field Change 3881128 by Masayo.Kondo Fixed for migration Change 3881141 by Masayo.Kondo Fixed line spaces Change 3881142 by Masayo.Kondo Removed an asterisk Change 3881147 by Masayo.Kondo Fix a line space Change 3881150 by Masayo.Kondo Fixed line spaces Change 3881154 by Masayo.Kondo Fixed layout Change 3881159 by Masayo.Kondo Removed an unnecessary symbol Change 3881162 by Masayo.Kondo Added numbering 1 Change 3881164 by Masayo.Kondo Fixed wrong image index Change 3881172 by Masayo.Kondo Fixed around ver field Change 3881182 by Masayo.Kondo Fixed table field Change 3881191 by Masayo.Kondo Fixed around ver field Change 3881192 by Masayo.Kondo Added a line between paragraphs Change 3881197 by Masayo.Kondo Fixed table and around ver field Change 3881204 by Masayo.Kondo Added an asterisk Change 3881208 by Masayo.Kondo Removed an asterisk Change 3881213 by Masayo.Kondo Fixed Region tags Change 3881218 by Masayo.Kondo Fixed DIR section Change 3881219 by Masayo.Kondo Fixed a line Change 3881224 by Masayo.Kondo Fixed a space Change 3881225 by Masayo.Kondo Fixed a space Change 3881237 by Kimio.Yasuda Fixed translation Change 3881240 by Kimio.Yasuda Fixed translation Change 3890899 by Kimio.Yasuda Fixed translation Change 3892946 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3892962 by Kimio.Yasuda Updated file against INTSourceChangelist:3891955 Change 3892964 by Masayo.Kondo Fixed description space Change 3892970 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3892975 by Kimio.Yasuda Updated file agaisnt INTSourceChangelist:3891955 Change 3892980 by Masayo.Kondo Fixed title spaces Change 3892983 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893002 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893023 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893032 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893041 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893059 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893074 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893080 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893090 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893200 by Masayo.Kondo #loc UE4DocJpn Initial translation against INT#3810557 Change 3920877 by Jeff.Wilson moving enterprise pages back to original location - yay Change 3920986 by Jeff.Wilson Fixing links in enterprise pages Change 3921434 by Jeff.Wilson fixes for enterprise Change 3922416 by Tim.Hobson #UE4 Docs: Unreal Studio - Getting Started page edits Change 3924191 by Masayo.Kondo #loc UE4DocJPN moved or deleted Change 3924925 by Jeff.Wilson Adding templates from migration Change 3924926 by Jeff.Wilson misc style/template updates Change 3926259 by Jeff.Wilson Misc fixes Change 3926759 by Tim.Hobson #UE4 Docs: Unreal Studio Getting Started Doc Edits. - Line 36 needs Project Templates PDF link - Line 221 needs Supported Software and File Types PDF link - Change 3926778 by Jeff.Wilson More updates for enterprise Change 3926780 by Jeff.Wilson misc styling updates Change 3927257 by Jeff.Wilson enterprise updates Change 3930427 by Sungjin.Hong #loc UE4DocKOR moved or deleted Change 3930979 by Sungjin.Hong #loc UE4DocKOR Change 3940592 by Mitchell.Wilson Initial check in of 4.19 Major release notes. Waiting for Minor release notes so I can add them here. Change 3941748 by Mitchell.Wilson Adding minor notes. Change 3942094 by Masayo.Kondo #loc UE4DocJPN moved or deleted Change 3964177 by Sungjin.Hong #loc UE4DocKOR moved or deleted Change 3975369 by Mitchell.Wilson Adding switch trigger inputs to VehicleGame. #jira UE-47835 Change 3977387 by Sungjin.Hong #loc UE4DocKOR Change 3977853 by Mitchell.Wilson Updating Tile_Gem Blueprint and P_Selected_Title particle system to resolve "immortal particle system" warnings. #jira UE-54735 Change 3978060 by Mitchell.Wilson Removed console command referencing a custom event that no longer exists to resolve warnings. Rebuilt lighting and saved all levels to resolve vert paint warnings on level load. #jira UE-54932 Change 3982168 by Mitchell.Wilson Saving levels to resolve UReflectionCaptureComponent warnings when packaging. #jira UE-54970 Change 3989408 by Mitchell.Wilson Correcting a spelling error in Blueprint_Communication example 1.4 #jira UE-54308 Change 3989612 by Mitchell.Wilson Updating path in DefaultEditor and DefaultEngine ini to resolve warnings. #jira UE-32185 Change 3992974 by Mitchell.Wilson Sampler source changed to Shared: Clamp to resolve clipping issues in material properties example. Updated texture sample to "Masks". Rebuilt lighting in level and saved. #jira UE-54464 Change 3997379 by Sungjin.Hong #loc UE4DocKOR Change 4008826 by Robert.Gervais #jira UEDOC-7427 Adding ObjectOrientation tooltip update. #UE4Doc #code_review jeff.wilson Change 4029781 by Mitchell.Wilson Updating documentation links in some engine tutorials #jira UEDOC-7444 Change 4036799 by Richard.Hinckley Fixing an incomplete code comment due to a UDN report. Change 4036853 by Mitchell.Wilson Building engine content levels and saving to resolve warnings. #jira UE-58327 Change 4039760 by Sungjin.Hong #loc UE4DocKOR Change 4054483 by Mitchell.Wilson Adding organization in world outliner for VR Template levels. #jira UE-55565 Change 4064060 by Richard.Hinckley Doxygen warning markers to clean up an API doc issue. Change 4064750 by Richard.Hinckley Moving Paulo's shelved files for ARPG. Change 4065297 by Andrew.Grant Merging 4063960 (RemoteSession work) from //UE4/Main to Dev-Documentation Change 4065344 by Andrew.Grant Merging latest RemoteSession plugins & app from //UE4/Main to Dev-Documentation Change 4065901 by Andrew.Grant Restored RemoteSession changes that were removed in Dev-VR integration Change 4066000 by Jim.Brown Action RPG - Changed level to include center obstruction for more varied gameplay. - Added 4th weapon, Fire Axe - Changed visuals of regular Axe - Added damage curves and uniqe anim montages for each weapon (every weapon should behave slightly differnt now) - Fixed lighting issue on foliage actors - Added slight flicker to into screen lighting Change 4067491 by Jim.Brown Action RPG: - Fixed rocks in middle of map not showing up in proper location Change 4067781 by Jim.Brown Action RPG: - Fixed some clipping issues in map (rocks clipping into one another) - Cleaned up, organized, and commented all UMG scripting Change 4069094 by Sorin.Gradinaru UE-57770 Resizing New Window results in grey space on device #jira UE-57770 #4.20 #iOS From 4039175 on //Dev-VR Listen to the viewport resize event on the host Change 4069098 by Sorin.Gradinaru UE-57687 Support portrait orientation based on PIE window settings #jira UE-57687 #iOS #4.20 From CL4039449 //Dev-VR Please note that remote host window can be resized (please see UE-57770), meaning that even if the windows setting were initially for protrait mode (eg. 750x1334), we can easily modify the window's aspect to look like a landscape app (1334x750), before connecting the client. The host-client communication basically consists in sending screenshots of the host window. After solving UE-57770, we'll no longer have gray areas, the host window's content is displayed on the client in full-screen mode (eventually stretched). This also solved the problem with the input mapping - another problem with UE-57770 was that the touch areas remained mapped full-screen (0.0 - width, height) on the iPad, even though the host window was resized. Adding rotation support, to allow the user to rotate the device for a better experience, i.e. if the image looks stretched. Change 4069102 by Sorin.Gradinaru UE-57686 Interactable pixel border in Virtual Camera UI #jira UE-57686 #iOS #4.20 From CL 4039450 on Dev-VR The Client/Host input mapping should take into account only the interactable area of the host window, without the title bar and borders Change 4069107 by Jim.Brown Action RPG: New Skills: - 1st Skill = Fireball - 2nd Skill = Fire Wave - 3rd Skill = Meteor (new!) - 4th skill = Meteor Storm - Adjusted price values to reflect power of skills. - Tweaked fireball effect (range increase, size increase, wobbles a bit on cast instead of traveling in a perfectly straight line) New weapon scaling: - Cleaver is default (weakest) - War Hammer is second (does highest damage per hit, but slowest ROF) - Molten Axe is third (axe damage + fire damage) good combos - Ember Sword is 4th (lower damage per hit, but extra fire damae+super fast ROF and powerful combos) - New FX/anims/etc. to reflect power and abilities of weapons. Change 4069219 by Andrew.Grant Removed work-around for missing files Change 4070190 by Andrew.Grant Added icons for iOS RemoteSessionApp Change 4071200 by Ben.Zeigler Fix abilities on player character by adding an InventoryLoaded callback, this is needed because the pawn now spawns before the inventory loads due to changes to game mode Change 4071868 by Jim.Brown RPG Game: - Changed Meteor ability to Combustion (to make it more obviously different from Meteor Storm). - Fixed the broken Fire Axe attack so it would advance through all stages of the combo - Updated format of all Ability descriptions so they were presented in the same way (capitals, no punctuation) - removed blank combo sections from axe attack that were left in accidentally - started groundwork for exploding Lvl3 Guardian. Change 4071873 by Mitchell.Wilson Submitting Match3 marketplace icon. #jira UE-58774 Change 4071918 by paulo.souza Action RPG: - Lightmap render in production quality - Changed stationary lights to be static - Added vegetation to hide seams Change 4073664 by paulo.souza Action RPG: - Fix: Rocks in the middle of the level were blocking the intro cut-scene - Minor foliage fixes Change4074023by Jim.Brown Action RPG : - Turned Level 2 enemy into a ranged attack enemy (he now spits a slime ball instead of melee attacks) - More prep work for making lvl 3 enemy explode upon death. - various tweaks and polish Change 4074136 by paulo.souza ActionRPG: Fixed on screen joypad not working properly Change 4075235 by paulo.souza Action RPG: Main menu screen re-lighting and animated light Change 4075315 by James.McNatton Added warning message textbox to RemoteSessionApp and hooked up a message to notify when connection was dropped #fyi Andrew.Grant #rb none Change 4076500 by Jim.Brown Action RPG: - Rotated all spawn points (player and enemy) to opposite end of the map. Map seems better when viewed from this angle? Let me know what you think... - Updated the material used on the pillars to reflect the same stone runes found in the main UI. WIP, not finished yet, but proof of concept. Change 4076818 by paulo.souza Action RPG: - Camera collision issues - AI logic cleanups and fixes Change 4077051 by paulo.souza ActionRPG: - Fix: Loading screen uses the new logo - Shows game-over screen when all waves are finished - PlayerStart position Change 4077828 by Sam.Deiter Adjusting the lighting for the foliage as it was broken after building lighting. Change 4078833 by paulo.souza ActionRPG: - Fix: Wave spawning freezing after wave 1 - Imported and converted all animations/montages to use skeleton from Infinity Blade - Re-imported "warrior" SM from Infinity blade - New hatchet mesh Change 4079024 by Jim.Brown Action RPG: - Changed impact to be generic pouf instead of fire. - Changed Guardian Slime attack to be a lob instead of a direct line of fire. Change 4079980 by paulo.souza ActionRPG: Fix missing AnimBP references Change 4080097 by Jim.Brown Action RPG: - Converted Cleaver to new weapon (looks very different from Axe now) - Added temp icon to UI. Polished version WIP. #Paulo.Souza, Sam.Deiter Change 4080099 by Sam.Deiter Adding an IsValid node to the Recived Notify End Function in the WeaponAttackNS Blueprint. It was giving an error after the game was closed. Change 4080205 by Jim.Brown Action RPG: - Removed cast animation from NPC Behavior Tree (no longer needed as idle since the anim was fixed and cast animation is now used by Lvl2 enemies). Change 4080598 by Jim.Brown Action RPG: - Fixed shader on Rock Rune surfaces - Tweaks to Slimeball attack (now arcs, moves more realistically, looks better overall) Change 4080738 by paulo.souza ActionRPG: - Fix: Rocks where colliding with the player's spring arm - Fix: Wave spawner stuck at Wave 4 (Spider was never destroyed) - Fix: Mana/health potion were spawning attached emitters - Fix: Weapon effects were spawning off character's feet Change 4081177 by Jim.Brown Action RPG: - Removed all unused modules and emitters from Particle Systems. - Optimization pass on a few systems to remove dynamic lights, extra particles, etc. where they weren't needed (or rendering on mobile) - 1st pass at priortization / significance setup Change 4082335 by paulo.souza ActionRPG: - Fix: Blocking volumes not working in cooked build: Somehow bNotForClientOrServer was set as True on volume brushes. - Fix: Not creating initial weapons during loading - UI test: Moving auto-play button to top - Unifying physics assets and redirectors - Barbarous material roughness map Change 4083255 by Jim.Brown Action RPG: - Updated Hatchet icon to replace placeholder that was there. - Tweaked progression. I was still able to complete with basic weapon (Hatchet), but it was more difficult and required planning (no longer 100% given that you will have enough time). I think that's a good thing? LMK! Change 4083390 by paulo.souza ActionRPG: - Fix: Character rotation reset when attacking or rolling if not moving - Delete unused BT nodes Change 4083842 by paulo.souza ActionRPG: Update HUD icon when switching weapons Change 4084420 by Jim.Brown Action RPG: - Tweaked Lvl2 Guardian attack behavior (they should properly attack from range now) - Added extra column in distance to help with parralax / depth in the scene - Tweaked normals on column per Paulo's feedback - Slight tweak to Character roughness (moved beard into channel with skin so it wasn't shiny) - Adjusted intro cine: ---- Slighlty tighter camera angle in opening shot to cover the character feet sliding unrealistically on the ground ---- Changed Guardian animations so they were not mirrors of each other (looked odd that they would both be doing the exact same thing) Change 4085038 by Ben.Zeigler Add BeginPossessPawn and EndPossessPawn events to RPGPlayerControllerBase for initialization events These may make sense on base controller/playercontroller as well, but it may conflict with game overrides that are very common Change 4085228 by paulo.souza ActionRPG: - Re-enable damage root motion animations - Enable falldown animations on Goblins when hit by non-melee attacks - Delete unused variables from parent BPs - Joypad support Change 4085941 by Andrew.Grant Fixed issue where client and server were using their respective project versions and not a shared verson number Change 4086525 by Ben.Zeigler Fix race condition where it may spawn the player pawn before loading the world. We now delay spawning until the start play event goes off, and don't initialize the UI until the controller possesses a pawn Change 4086939 by Ben.Zeigler Some player/game mode BP cleanup, fixed some runtime warnings from last checkin Change 4087732 by Sam.Deiter Re-building the reflection captures as they where always saying they needed to be re-built. Change 4087740 by Sam.Deiter Adding a isValid node to the blueprint to stop an error from happeing in the log. Change 4088038 by paulo.souza ActionRPG: - Player physics asset - Main title screen has a QUIT buton when not running on mobile - Fix: Virtual joypad showing during sequences Change 4088575 by paulo.souza ActionRPG: Project settings/name update Change 4089005 by Sorin.Gradinaru UE-59360 BackChannel and RemoteSession plugins don't have Epic Games as authors #jira UE-59360 #4.20 Updating uplugin's fields "CreatedBy": "Epic Games, Inc." and "CreatedByURL": "http://epicgames.com", Change 4089006 by Sorin.Gradinaru UE-59314 RemoteSessionApp unreal console blocks 4+ multi-touch input from reaching host #jira UE-59314 #4.20 Disable the console on 4 finger tap, on mobile platforms - DefaultInput.ini: bShowConsoleOnFourFingerTap=false Change 4089007 by Sorin.Gradinaru UE-58048 Second device does not autoconnect to session if the user quits out from the first device #jira UE-58048 #iOS #4.20 If the host's TCP socket was already connected, we get SE_ECONNRESET when trying to re-use it => when the client disconnects, we should also reset the host TCP socket. Change 4089031 by Sorin.Gradinaru UE-57987 White screen on device when connecting to Play in Viewport session #jira UE-57987 #4.20 Engine: needed to refer SLevelViewport::ActiveViewport as TSharedPtr<FSceneViewport> RemoteApp plugin: re-wrote input mapping (including the fix for UE-57686 Interactable pixel border in Virtual Camera UI) - generic code for UEEditor's vieport and standalone/floating windows Change 4089239 by paulo.souza ActionRPG: Moved emitter spawn to OnDeath event Change 4090632 by paulo.souza ActionRPG: Loading screen logo + iOS icons and launchscreens [CL 4091939 by Mitchell Wilson in Main branch]
749 lines
42 KiB
Plaintext
749 lines
42 KiB
Plaintext
INTSourceChangelist:3599948
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Availability:Public
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Title:コーディング標準
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Crumbs:%ROOT%, Programming, Programming\Development
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Description:アンリアル・エンジン 4 コードベースでエピックが使用する標準と規則
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Version:4.11
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[TOC(start:2)]
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エピックではいくつかの基本的なコーディング標準や規則を使用しています。このドキュメントは考察や現在開発中のものを示すのではなく、エピックのコーディング標準の現状を反映させたものです。
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コードの規則がプログラマーにとって重要な理由は以下のように数多くあります。
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* ソフトウェアのライフタイム コストの 80 %は、メンテナンスに関するものです。
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* ライフタイムを通して、元の製作者がソフトウェアをメンテナンスし続けることはほとんどありません。
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* コードの規則によってソフトウェアの可読性が向上するため、エンジニアは新しいコードを迅速かつ十分に理解できるようになります。
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* ソースコードを MOD コミュニティのデベロッパーに公開する際も、コードを理解しやすくすることは重要です。
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* これらの規則の多くは、クロスコンパイラの互換性を維持するためにも実際に必要です。
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以下のコーディング基準は、C++ を中心としたものですが、どの言語を使用するかに関わらずこの基準の考え方に従うことを想定しています。該当する場合は、特定の言語に対して同等のルールや例外を示します。
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## クラスの構成
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クラスは、書き手の都合ではなく読み手の立場で構成するべきです。読み手のほとんどがクラスのパブリック インタフェースを使用するため、最初にこれを宣言し、次にクラスの内部実装を隠ぺいします。
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## 著作権表示
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エピックが配布目的で提供するすべてのソースファイル (.h、 .cpp、 .xaml、等) は、ファイルの最初の行に必ず著作権表示がされてなくてはいけません。表示フォーマットは下記の例と正確に一致させてください。
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// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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この行の表示がない場合やフォーマットに誤りがある場合、CIS がエラーとなり失敗します。
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## 命名規則
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* 名前の最初の文字 (例、 型や変数) は大文字とし、通常は文字間にアンダースコアを使用しません。例えば、「Health」や「UPriitiveComponent」はOKですが、「lastMouseCoordinates」や「delta_coordinates」は使用しません。
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* 型名には大文字を接頭辞として追加し、変数名と区別します。例えば「FSkin」は型名で、「Skin」は「FSkin」のインスタンスとなります。
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* テンプレートクラスには T が接頭辞として付きます。
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* UObject から継承されるクラスには U が接頭辞として付きます。
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* AActor から継承されるクラスには A が接頭辞として付きます。
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* SWidget から継承されるクラスには S が接頭辞として付きます。
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* 抽象インターフェースのクラスには I が接頭辞として付きます。
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* 列挙型変数は E が接頭辞として付きます。
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* ブール変数には、必ず接頭辞として「b」を付けてください(例、「bPendingDestruction」や「"bHasFadedIn」)。
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* その他のほとんどのクラスには F が接頭辞として付きますが、サブシステムによってはその他の文字が使用されます。
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* Typedef には、その型に対して適切な接頭辞が付きます。構造体の typedef の場合は、F に、UObject の typedef の場合は、U になる等のようになります。
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* 特定のテンプレートのインスタンス化の typedef は、テンプレートではなくなり、それに応じて接頭辞が付きます。例えば、以下のようになります。
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typedef TArray<FMyType> FArrayOfMyTypes;
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* C# では接頭辞は省略されます。
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* UnrealHeaderTool では、多くの場合、正しい接頭辞を必要とするため正しいものを使うことが重要です。
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* 型と変数の名前には名詞を使用します。
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* メソッド名は、その効果を説明する動詞、または効果のないメソッドの戻り値を説明する動詞を使用します。
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変数、メソッド、クラス名には明確で記述的な名前を使用します。名前のスコープが大きいほど、名前のわかりやすさがより重要となります。過度な省略名は避けてください。
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変数は一つずつ宣言するようにして、変数の意味をコメントとして付けられるようにします。これは JavaDocs のスタイルの要求事項でもあります。変数の前のコメントは一行でも複数行でもかまいません。変数をグループ化する空白行の挿入は任意となっています。
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bool を返す全ての関数は、true または false の質問形式とします。例えば、「IsVisible()」や「ShouldClearBuffer()」です。
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プロシージャ (戻り値のない関数) の名前には、明確な動詞の後にオブジェクトが続きます。ただし、メソッドのオブジェクトがそのメソッドが所属するオブジェクト自体である場合は例外です。その場合はコンテキストからオブジェクトが認識されます。「Handle」や「Process」のような動詞は曖昧になるので、使用は避けてください。
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必須ではありませんが、参照から渡されたり、関数によって値が書かれる場合は、関数パラメータ名に「Out」を接頭辞として付けることを推奨します。こうすることで引数に渡された値が関数によって置き換えられることが明白になります。
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In または Out のパラメータも boolean の場合、In/Out の接頭辞の前に b を付けます (例、"bOutResult")。
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値を返す関数は戻り値を名前で説明すべきです。関数が返す値を名前によって明確にします。これは特にブール関数で重要です。以下の例を参考にしてください。以下の例で 2 通りの方法を見てみましょう。
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bool CheckTea(FTea Tea) {...} // what does true mean?
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bool IsTeaFresh(FTea Tea) {...} // name makes it clear true means tea is fresh
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### 例
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float TeaWeight;
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int32 TeaCount;
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bool bDoesTeaStink;
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FName TeaName;
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FString TeaFriendlyName;
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UClass* TeaClass;
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USoundCue* TeaSound;
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UTexture* TeaTexture;
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## C++ 基本型に移植可能なエイリアス
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* Boolean 値に使う bool (Bool のサイズは想定しない)BOOL はコンパイルしません。
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* character 用の TCHAR (TCHAR のサイズは想定しない)
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* 符号なしバイト用の uint8 (1 byte)
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* 符号付きバイト用の int8 (1 byte)
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* 符号なし "shorts" 用の uint16 (2 bytes)
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* 符号付き "shorts" 用の int16 (2 bytes)
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* 符号なし ints 用の uint32 (4 bytes)
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* 符号付き ints 用の int32 (4 bytes)
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* 符号なし「quad words」用の uint64 (8 bytes)
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* 符号付き「quad words」用の int64 (8 bytes)
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* 単精度浮動小数点用の float (4 bytes)
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* 倍精度浮動小数点用の double (8 bytes)
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* ポインタを保持する整数用の PTRINT (PTRINT のサイズは想定しない)
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C+\+ の int 型と符号なしの int 型 (そのサイズはプラットフォームによって変わることがあります) を使用することは、整数の幅が重要でない場合に認められます 。シリアル化または複製されたフォーマットでは、明示的にサイズ指定された型を指定しなければなりません。
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##コメント
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コメントはコミュニケーションの手段であり、コミュニケーションは必要不可欠です。コメントを書く際は、以下の点に注意してください (Kernighan & Pike _The Practice of Programming_から引用)。
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### ガイドライン
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* 自己説明的なコードを書いてください。
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// Bad:
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t = s + l - b;
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// Good:
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TotalLeaves = SmallLeaves + LargeLeaves - SmallAndLargeLeaves;
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* 役立つコメントを書く:
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// Bad:
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// increment Leaves
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++Leaves;
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// Good:
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// we know there is another tea leaf
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++Leaves;
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* 悪いコードはコメントでごまかさず、コードを書き直してください!
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// Bad:
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// total number of leaves is sum of
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// small and large leaves less the
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// number of leaves that are both
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t = s + l - b;
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// Good:
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TotalLeaves = SmallLeaves + LargeLeaves - SmallAndLargeLeaves;
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* コードを矛盾させないでください。
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// Bad:
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// never increment Leaves!
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++Leaves;
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// Good:
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// we know there is another tea leaf
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++Leaves;
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### Const の正しさ
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const はドキュメンテーションでもあり、コンパイラ ディレクティブでもあります。そのため、すべてのコードで const を正しく設定するようにします。
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これには、引数が関数によって書き換えられない場合に const ポインタや参照によって関数の引数を渡すことを含みます。オブジェクトを書き換えない場合は const としてメソッドにフラグ付けします。ループがコンテナを書き換えない場合は、コンテナに const のイタレーションを使います。
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void SomeMutatingOperation(FThing& OutResult, const TArray<int32>& InArray); // InArray will not be modified by SomeMutatingOperation, but OutResult probably will be
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void FThing::SomeNonMutatingOperation() const
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{
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// This code will not modify the FThing it is invoked on
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}
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TArray<FString> StringArray;
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for (const FString& : StringArray)
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{
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// The body of this loop will not modify StringArray
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}
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Const は値渡しの関数パラメータやローカルでも推奨されるものです。これは読み手に変数が関数のボディで変更されないことを示し、理解を助けます。これを行う場合、JavaDoc プロセスに影響を及ぼしうるため宣言とその定義が一致するようにします。
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void AddSomeThings(const int32 Count);
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void AddSomeThings(const int32 Count)
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{
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const int32 CountPlusOne = Count + 1;
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// Neither Count nor CountPlusOne can be changed during the body of the function
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}
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One exception to this is pass-by-value parameters which will ultimately be moved into a container (see "Move semantics"); this should be rare.
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void FBlah::SetMemberArray(TArray<FString> InNewArray)
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{
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MemberArray = MoveTemp(InNewArray);
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}
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ポインタ自体を const にする場合は (ポイント先ではなく)、最後に const キーワードを入れます。参照はいかなる方法でも再代入できないため、同じ方法で const にすることはできません。
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// Const pointer to non-const object - pointer cannot be resassigned, but T can still be modified
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T* const Ptr = ...;
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// Illegal
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T& const Ref = ...;
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戻り型で const は絶対に使用しないでください。これは複合型に対するムーブ セマンティクスを禁止し、組み込み型に対してコンパイルの警告をするからです。このルールは戻り型自体にのみ適用されます。ポインタのターゲット型や戻されている参照には適用されません。
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// Bad - returning a const array
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const TArray<FString> GetSomeArray();
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// Fine - returning a reference to a const array
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const TArray<FString>& GetSomeArray();
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// Fine - returning a pointer to a const array
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const TArray<FString>* GetSomeArray();
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// Bad - returning a const pointer to a const array
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const TArray<FString>* const GetSomeArray();
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### フォーマットの例
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Epic では JavaDoc に基づいたシステムを使用し、コードから自動的にコメントを抽出してドキュメントを作成します。その際にコメントのフォーマットに関する従うべきルールがいくつかあります。
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以下はクラス、ステート、メソッド、変数コメントのフォーマットの実例です。コメントはコードを補強するということを覚えておいてください。コードは実装を文書化し、意図を文書化するのがコメントです。部分的であってもコードの意図を修正した場合は、必ずコメントも更新してください。
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Steep 方式および Sweeten 方式で具体化された二通りのパラメータ コメント スタイルがサポートされています。Steep 方式の @param スタイルが従来のスタイルですが、シンプルな関数に関しては Sweeten 方式に見られるようにパラメータ文書を説明コメントとまとめるとより明確になります。
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メソッド コメントは、メソッドがパブリックに宣言された場所で一度だけ書いてください。メソッド コメントは、呼び出し元に関連するメソッドのオーバーライドに関する情報など、メソッドの呼び出し元に関連した情報のみを書きます。メソッドの実装と呼出し元に関係のないメソッドのオーバーライドに関する詳細は、メソッドの実装の中でコメントとして残してください。
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class IDrinkable
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{
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public:
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/**
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* Called when a player drinks this object.
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* @param OutFocusMultiplier - Upon return, will contain a multiplier to apply to the drinker's focus.
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* @param OutThirstQuenchingFraction - Upon return, will contain the fraction of the drinker's thirst to quench (0-1).
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*/
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virtual void Drink(float& OutFocusMultiplier, float& OutThirstQuenchingFraction) = 0;
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};
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class FTea : public IDrinkable
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{
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public:
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/**
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* Calculate a delta-taste value for the tea given the volume and temperature of water used to steep.
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* @param VolumeOfWater - Amount of water used to brew in mL
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* @param TemperatureOfWater - Water temperature in Kelvins
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* @param OutNewPotency - Tea's potency after steeping starts, from 0.97 to 1.04
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* @return the change in intensity of the tea in tea taste units (TTU) per minute
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*/
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float Steep(
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const float VolumeOfWater,
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const float TemperatureOfWater,
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float& OutNewPotency
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);
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void Sweeten(const float EquivalentGramsOfSucrose);
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float GetPrice() const
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{
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return Price;
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}
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|
||
virtual void Drink(float& OutFocusMultiplier, float& OutThirstQuenchingFraction) override;
|
||
|
||
private:
|
||
|
||
float Price;
|
||
|
||
float Sweetness;
|
||
};
|
||
|
||
float FTea::Steep(const float VolumeOfWater, const float TemperatureOfWater, float& OutNewPotency)
|
||
{
|
||
...
|
||
}
|
||
|
||
void FTea::Sweeten(const float EquivalentGramsOfSucrose)
|
||
{
|
||
...
|
||
}
|
||
|
||
void FTea::Drink(float& OutFocusMultiplier, float& OutThirstQuenchingFraction)
|
||
{
|
||
...
|
||
}
|
||
|
||
|
||
クラスコメントには何が含まれていますか?
|
||
* このクラスが解決する問題の説明。何故このクラスは作成されたのか?
|
||
|
||
メソッドコメントが持つ意味とは?
|
||
* 最初に関数の目的: _この関数が処理する問題_ を文書化します。上記でも述べましたが、コメントは _意図_ を文書化し、コードは _実装_ を文書化します。
|
||
* 次にパラメータコメントを書きます。各パラメータ コメントには、測定単位、期待値範囲、「不可能」な値、ステータス /エラーのコードの意味を情報として書きます。
|
||
* そして戻りのコメントを書きます。出力変数を文書化するように期待される戻り値を文書化します。
|
||
|
||
|
||
## C++11 と モダン言語の記法
|
||
|
||
アンリアル エンジンは数多くの C++ コンパイラへ一括して移植するためにビルドされます。サポートを想定するコンパイラと互換性をもつ機能の使用には注意しています。機能が非常に便利なため、それらをマクロにラップし幅広く使用する場合もありますが、通常はサポートを想定するコンパイラがすべて最新標準になるまで待つことになります。
|
||
|
||
最新コンパイラで十分にサポートされていると考えられる、range-based-for、move semantics、lambda などの一部のC++ 11 言語機能を使用しています。これらの機能の使用をプリプロセッサ条件にラップすることが可能な場合があります (コンテナの rvalue 参照など)。ただし、記法に対応できない新しいプラットフォームがなくなるまでは、一部の言語機能を使わない選択をすることができます。
|
||
|
||
サポートしている最新の C++ コンパイラ機能として以下で指定していない場合で、プリプロセッサ マクロあるいは条件演算子でラップして慎重な使用ができない限りは、コンパイラ固有の言語機能の使用は控えてください。
|
||
|
||
|
||
### static_assert
|
||
|
||
このキーワードはコンパイル時間のアサーションが必要な場合の使用で有効です。
|
||
|
||
|
||
### override と final
|
||
|
||
こうしたキーワードの使用は有効であり、使用することを強くお勧めします。これらが省略される場合が多くありますが、時間の経過とともに修正されます。
|
||
|
||
|
||
### nullptr
|
||
|
||
あらゆる場合に、C-style NULL マクロの代わりに nullptr を使うようにします。
|
||
|
||
唯一の例外は、 C++/CX ビルド (Xbox One など) nullptr が実際には null 参照型によって管理されることです。型といくつかのテンプレートのインスタンス化のコンテキスト以外は、ネイティブ C++ の nullptr とほとんど互換性があります。従って、互換性のためには、より一般的な decltype(nullptr) ではなく TYPE_OF_NULLPTR マクロを使用するべきです。
|
||
|
||
|
||
### auto キーワード
|
||
|
||
以下の例外がなければ、C++ コードで auto を使わないようにします。初期化している型について常に明示的でなければなりません。つまり、その型は読み手に対して可視でなくてはなりません。このルールは C# の ‘var’ キーワードの使用にも適用されます。
|
||
|
||
auto の使用はどのような場合に認められますか?
|
||
|
||
* lambda を変数にバインドする必要がある場合です。lambda 型はコードで表現できないからです。
|
||
* iterator 変数に対して認められます。しかし、iterator の型が非常に詳細で読みづらくなります。
|
||
* テンプレートのコードで認められます。この場合、式の型は簡単に見分けることはできません。これは高度な事例です。
|
||
|
||
コードの読み手に型が明確に可視であることは非常に重要です。一部の IDE では型を推測できますが、これはコンパイル可能な状態にあるコードに依存します。merge/diff ツールのユーザーもサポートしません。または、GitHub 上など各ソース ファイルを別個に見る場合などもサポートしません。
|
||
|
||
認められる方法で auto を使う場合、型名で使うように常に正しく const、 & または * を使うようにしてください。auto を使うと、推測された型を希望の型にします。
|
||
|
||
|
||
### Range Based For
|
||
|
||
コードをわかりやすくし、管理しやすくするにはお勧めです。古い TMap イタレータを使うコードを移行する場合は、イタレータ型のメソッドであった古い Key() 関数と Value() 関数が、単に基本のキー値 TPair のキー フィールドと値フィールドになっていることに注意してください。
|
||
|
||
TMap<FString, int32> MyMap;
|
||
|
||
// Old style
|
||
for (auto It = MyMap.CreateIterator(); It; ++It)
|
||
{
|
||
UE_LOG(LogCategory, Log, TEXT("Key: %s, Value: %d"), It.Key(), *It.Value());
|
||
}
|
||
|
||
// New style
|
||
for (TPair<FString, int32>& Kvp : MyMap)
|
||
{
|
||
UE_LOG(LogCategory, Log, TEXT("Key: %s, Value: %d"), Kvp.Key, *Kvp.Value);
|
||
}
|
||
|
||
We also have range replacements for some standalone iterator types:
|
||
|
||
// Old style
|
||
for (TFieldIterator<UProperty> PropertyIt(InStruct, EFieldIteratorFlags::IncludeSuper); PropertyIt; ++PropertyIt)
|
||
{
|
||
UProperty* Property = *PropertyIt;
|
||
UE_LOG(LogCategory, Log, TEXT("Property name: %s"), *Property->GetName());
|
||
}
|
||
|
||
// New style
|
||
for (UProperty* Property : TFieldRange<UProperty>(InStruct, EFieldIteratorFlags::IncludeSuper))
|
||
{
|
||
UE_LOG(LogCategory, Log, TEXT("Property name: %s"), *Property->GetName());
|
||
}
|
||
|
||
|
||
### Lambda と 匿名関数
|
||
|
||
Lambda はあらゆるコンパイラで使用できるようになりましたが、その使用には配慮してください。ベストな lambda は、2、3 個程度の処理文で構成されるものです。特に、大きな式や処理文の一部として使用する場合、例えば汎用アルゴリズムの術語としての場合にこれが該当します。
|
||
|
||
// Find first Thing whose name contains the word "Hello"
|
||
Thing* HelloThing = ArrayOfThings.FindByPredicate([](const Thing& Th){ return Th.GetName().Contains(TEXT("Hello")); });
|
||
|
||
// Sort array in reverse order of name
|
||
AnotherArray.Sort([](const Thing& Lhs, const Thing& Rhs){ return Lhs.GetName() > Rhs.GetName(); });
|
||
|
||
また、ステートフルな lambda は、頻繁に使用しがちな関数ポインタへの代入ができないことに注意してください。
|
||
|
||
非自明な lambda 関数と匿名関数のドキュメンテーションは、通常の関数と同様に考えてください。コメントを入れるために、必要に応じて数行に分けてください。
|
||
|
||
自動キャプチャよりも明示的キャプチャにしてください ([&] および [=])。特に大きな lambda や遅延実行の場合は、これが該当します。誤ったキャプチャのセマンティクスで変数を間違ってキャプチャすると、望ましくない結果が生じることがあります。これはコードが長期にわたり維持されると起こる可能性が高くなります。
|
||
|
||
* ポインタの by-reference キャプチャと by-value キャプチャは、lambda がキャプチャーした変数のコンテキスト外で実行されると間違ったダングリング参照の原因になることがあります。
|
||
|
||
void Func()
|
||
{
|
||
int32 Value = GetSomeValue();
|
||
|
||
// Lots of code
|
||
|
||
AsyncTask([&]()
|
||
{
|
||
// Value is invalid here
|
||
for (int Index = 0; Index != Value; ++Index)
|
||
{
|
||
// ...
|
||
}
|
||
});
|
||
}
|
||
|
||
* By-value capture can be a performance concern because of unnecessary copies:
|
||
|
||
void Func()
|
||
{
|
||
int32 ValueToFind = GetValueToFind();
|
||
|
||
// The lambda takes a copy of ArrayOfThings because it is accidentally captured by [=] when it was only meant to capture ValueToFind
|
||
FThing* Found = ArrayOfThings.FindByPredicate(
|
||
[=](const FThing& Thing)
|
||
{
|
||
return Thing.Value == ValueToFind && Thing.Index < ArrayOfThings.Num();
|
||
}
|
||
);
|
||
}
|
||
|
||
* 間違ってキャプチャーした UObject ポインタは、ガーベジ コレクターからは見えません。
|
||
|
||
void Func(AActor* MyActor)
|
||
{
|
||
// Capturing the MyActor pointer will not prevent the object from being collected
|
||
AsyncTask([=]()
|
||
{
|
||
MyActor->DoSlowThing();
|
||
});
|
||
}
|
||
|
||
* Automatic capture always captures 'this' implicitly if any member variables are referenced, even with [=]. [=] gives the impression of the lambda having its own copy of the member when it doesn't:
|
||
|
||
void FStruct::Func()
|
||
{
|
||
int32 Local = 5;
|
||
Member = 5;
|
||
|
||
auto Lambda = [=]()
|
||
{
|
||
UE_LOG(LogTest, Log, TEXT("Local: %d, Member: %d"), Local, Member);
|
||
};
|
||
|
||
Local = 100;
|
||
Member = 100;
|
||
|
||
Lambda(); // Logs "Local: 5, Member: 100"
|
||
}
|
||
|
||
大きな lambda または別の関数呼び出しの結果を戻している場合は、明示的な戻り型にします。これらは、'auto' キーワードと同じように考えます。
|
||
|
||
// Without the return type here, the return type is unclear
|
||
auto Lambda = []() -> FMyType
|
||
{
|
||
return SomeFunc();
|
||
};
|
||
|
||
自動キャプチャーと暗黙的な戻り型は、例えば Sort 呼び出しなどの自明な lambda では認められます。この場合、セマンティクスは明らかであり、明示的であることで過剰に詳細になります。ご自身で最適な判断をしてください。
|
||
|
||
|
||
### Strongly-Typed Enums
|
||
|
||
Enum クラスは、一般的な列挙型変数と UENUM の両方に対して、ネームスペースが入っている旧式の列挙型変数と置き換えることが推奨されています。例:
|
||
|
||
// Old enum
|
||
UENUM()
|
||
namespace EThing
|
||
{
|
||
enum Type
|
||
{
|
||
Thing1,
|
||
Thing2
|
||
};
|
||
}
|
||
|
||
// New enum
|
||
UENUM()
|
||
enum class EThing : uint8
|
||
{
|
||
Thing1,
|
||
Thing2
|
||
};
|
||
|
||
これらも uint8 に基づいている限り UPROPERTY でサポートされており、古い `TEnumAsByte<>` ワークアラウンドを置き換えます。
|
||
|
||
// Old property
|
||
UPROPERTY()
|
||
TEnumAsByte<EThing::Type> MyProperty;
|
||
|
||
// New property
|
||
UPROPERTY()
|
||
EThing MyProperty;
|
||
|
||
Enum クラスをフラグとして使用すると、新しい ENUM_CLASS_FLAGS(EnumType) マクロを使ってビット演算子をすべて自動的に定義することができます。
|
||
|
||
enum class EFlags
|
||
{
|
||
None = 0x00,
|
||
Flag1 = 0x01,
|
||
Flag2 = 0x02,
|
||
Flag3 = 0x04
|
||
};
|
||
|
||
ENUM_CLASS_FLAGS(EFlags)
|
||
|
||
ひとつの例外として、 'truth' コンテキストでのフラグの使用があります。これは言語上の制約です。代わりにすべてのフラグの列挙型変数は、'None' という enumerator を持つようにします。enumerator は比較のために 0 に設定されます。
|
||
|
||
// Old
|
||
if (Flags & EFlags::Flag1)
|
||
|
||
// New
|
||
if ((Flags & EFlags::Flag1) != EFlags::None)
|
||
|
||
|
||
### ムーブ セマンティクス
|
||
|
||
TArray, TMap, TSet, FString といった主要なコンテナ タイプはすべて、移動コンストラクタと移動代入演算子が定義されています。これらは、値で型の受け渡しをする際に自動的に使用されてしまうことが多いですが、MoveTemp (UE4 の std::move に匹敵) を使って明示的に呼び出すこともできます。
|
||
|
||
値でコンテナまたは文字列を返すことは、一時コピーによる通常の負荷を発生させず表現力で勝っています。値渡し (pass-by-value) および MoveTemp の使用方法に関する規則は現在も作成中ですが、コードベースが最適化された領域では既にあります。
|
||
|
||
|
||
## 第三者コード
|
||
|
||
エンジンで使用しているライブラリにコード変更を反映する際は、「//@UE4 コメント」と変更理由を必ずタグ付けしてください。タグ付けにより、新規ライブラリバージョンへの変更の反映が容易に出来ます。また、ライセンシーの方々に簡単に変更箇所を知らせることも出来ます。
|
||
|
||
エンジンに格納される第三者コードは、簡単に検索できるフォーマットのコメントでマークします。例:
|
||
|
||
// @third party code - BEGIN PhysX
|
||
#include <PhysX.h>
|
||
// @third party code - END PhysX
|
||
|
||
// @third party code - BEGIN MSDN SetThreadName
|
||
// [http://msdn.microsoft.com/en-us/library/xcb2z8hs.aspx]
|
||
// Used to set the thread name in the debugger
|
||
...
|
||
//@third party code - END MSDN SetThreadName
|
||
|
||
|
||
## コードのフォーマット
|
||
|
||
|
||
### 中括弧 { }
|
||
|
||
中括弧論争はやっかいなものです。Epic では、改行した新しい行に中括弧を付ける方式を長年にわたって使用してきました。引き続きこの方式に従ってください。
|
||
|
||
単独の処理文のブロックには常に中括弧を含むようにしてください。
|
||
|
||
if (bThing)
|
||
{
|
||
return;
|
||
}
|
||
|
||
|
||
### If - Else
|
||
|
||
if-else 文中の実行ブロックは全て中括弧で囲んでください。囲むことにより編集ミスを防ぐことが出来ます。中括弧を使用していないと、気付かないうちに if ブロックに行を追加してしまう恐れがあります。行が追加されても if 式の制御対象とならず、問題になります。最悪のケースでは、条件付きでコンパイルされた行によって、if/else 文がブレークしてしまいます。以上の理由から必ず中括弧を使用してください。
|
||
|
||
if (HaveUnrealLicense)
|
||
{
|
||
InsertYourGameHere();
|
||
}
|
||
else
|
||
{
|
||
CallMarkRein();
|
||
}
|
||
|
||
多分岐選択のある if 文は、各 else if が最初の if と同じインデント位置にくるようにインデントを使用してください。読み手にとってわかりやすい構造となります:
|
||
|
||
if (TannicAcid < 10)
|
||
{
|
||
UE_LOG(LogCategory, Log, TEXT("Low Acid"));
|
||
}
|
||
else if (TannicAcid < 100)
|
||
{
|
||
UE_LOG(LogCategory, Log, TEXT("Medium Acid"));
|
||
}
|
||
else
|
||
{
|
||
UE_LOG(LogCategory, Log, TEXT("High Acid"));
|
||
}
|
||
|
||
|
||
### タブ
|
||
|
||
* 実行ブロックでコードをインデントする。
|
||
|
||
* 行始まりの空白文字は、スペースではなくタブキーを使用します。タブのインデント文字数を 4 文字に設定します。しかしタブに設定された文字数に関係なく、コードを揃える際などにスペースが必要となる場合もあります。例:タブを使用していない文字行に揃えてコードを整列させたい時など。
|
||
|
||
* C# でコードを書いている場合も、スペースではなくタブキーを使用してください。理由は、プログラマーは作業中に C# と C++ 間でコードの切り替えをしばしばするため、一貫性のあるタブの使用法が必要となります。Visual Studio は C# ファイルにスペースの使用がデフォルトで設定されているので、アンリアル・エンジンのコードで作業する際には、この設定の変更を忘れないでください。
|
||
|
||
|
||
### Switch 文
|
||
|
||
空のケースを除いて (同じコードで書かれた複数のケース)、 switch ケース文は、ケースが次のケースへ意図的にフォールスルーすることを明示的に表示してください。つまり、break またはフォールスルーをするコメントが各ケースにあるようにしてください。その他の制御移行コマンド (return、continue 等) を使用しても構いません。
|
||
|
||
後で他のプログラマーが新規ケースを追加しても対応できるように、常にデフォルトケースを保ち、break を含めてください。
|
||
|
||
switch (condition)
|
||
{
|
||
case 1:
|
||
...
|
||
// falls through
|
||
case 2:
|
||
...
|
||
break;
|
||
case 3:
|
||
...
|
||
return;
|
||
case 4:
|
||
case 5:
|
||
...
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
|
||
|
||
## 名前空間
|
||
|
||
下記のルールに従う限り、名前空間を使用してクラス、関数、変数を適切な場所で管理することが出来ます。
|
||
|
||
* 現状のアンリアルのコードは、グローバル名前空間にラップされていません。特に第三者コードで使用する際など、グローバル スコープとの衝突に気を付けてください。
|
||
* グローバル スコープで、「using」宣言を使用しないでください。「.cpp」ファイルも例外ではありません (弊社が使用する「unity」ビルドシステムで問題が生じます)。
|
||
* その他の名前空間や関数本体で「using」を使用した宣言の使用は問題ありません。
|
||
* 名前空間に「using」を使用した場合、同じ翻訳単位内の名前空間の他のオカレンスへ引き継がれることを覚えておいてください。一貫性が保たれている場合は特に問題はありません。
|
||
* 上記のルールが守られている場合のみ「using」をヘッダファイル内で安全に使用することが出来ます。
|
||
前方宣言された型は、それぞれの名前空間内で宣言されなければいけません。そうしないとリンクエラーとなります。
|
||
* たくさんのクラスと型を名前空間で宣言した場合、これらを他のグローバルスコープにあるクラスで使用することは難しくなります (クラス宣言で使用する場合、関数シグネチャは明示的な名前空間を使用する必要があります)。
|
||
* 名前空間内にある特定の変数のみ、"using"ディレクティブを使用してスコープにエイリアスを作成することが可能です (例 using Foo::FBar)。この方法は、アンリアル コードではあまり使用されません。
|
||
* 名前空間は UnrealHeaderTool でサポートされません。従って UCLASS やUSTRUCT などを定義するのには使用しないでください。
|
||
|
||
|
||
## 物理的な依存性
|
||
|
||
* ファイル名には可能な限り接頭辞は使用しません。例えば、「UnScene.cpp」ではなく「Scene.cpp」とします。これにより、必要なファイルを明確にするために必要な文字数を減らすことで、ソリューションで Workspace Whiz や Visual Assist の Open File in Solution 等のツールを使いやすくします。
|
||
* 全てのヘッダを #pragma once ディレクティブを使用して複数の include から保護します。使用する必要があるすべてのコンパイラは、最近は #pragma once をサポートしています。
|
||
|
||
#pragma once
|
||
|
||
<file contents>
|
||
|
||
* 一般的に、物理的な結合は最小限にとどめてください。
|
||
* ヘッダを include する代わりに前方宣言が可能な際は、その方法を優先してください。
|
||
* 出来る限り綿密なインクルードをしてください。「Core.h」ファイルをインクルードせずに、そこから定義が必要な特定のヘッダファイルを Core にインクルードしてください。
|
||
* 綿密なインクルードを簡単に行うために、必要なヘッダファイル全てを直接インクルードしてください。
|
||
* インクルードした他のヘッダファイルに間接的にインクルードされているヘッダファイルには依存しないでください。
|
||
* 他のヘッダファイルを通じてインクルードされるような依存はしないでください。必要なファイルは全てインクルードしてください。
|
||
* モジュールには、プライベートとパブリックのソースディレクトリが存在します。他のモジュールが必要とする定義はパブリック ディレクトリのヘッダファイルに格納されなければいけません。その他は全てプライベートディレクトリに格納してください。古いバージョンのアンリアルモジュールでは Src と Inc と呼ばれていましたが、目的はプライベートとパブリックコードを区別するためで、ソースファイルとヘッダファイルを区別するためではありません。
|
||
* プリコンパイル済ヘッダ生成にヘッダファイルを設定することに配慮する必要はありません。UnrealBuildTool がうまく対処します。
|
||
* 大きな関数を論理的なサブ関数に分けます。コンパイラの最適化のひとつのエリアとして、共通部分式の除去があります。関数が大きくなるほど、それらを特定するためにコンパイラが行わなければならない作業が増え、ビルド時間が大幅に長くなります。
|
||
* インラインの関数はよく考えて使用してください。それらを使用しないファイルでさえ再ビルドを強制してしまうからです。インライン化は、トリビアルなアクセサおよびプロファイリングでそれを行うメリットがあるとわかった場合に限り使用してください。
|
||
* FORCEINLINE の使用についてはさらに注意深く行ってください。すべてのコードとローカル変数は呼び出している関数に展開され、大きな関数と同じビルド時間の問題を生じます。
|
||
|
||
|
||
## カプセル化
|
||
|
||
protection キーワードでカプセル化を実行します。クラスに対するパブリック / 保護されたインターフェースの一部である場合を除いて、クラス メンバーは private に宣言します。ご自身で最適な判断をしてください。しかし、アクセサがないとプラグインや既存のプロジェクトをブレークせずに後でリファクタリングするのが難しくなります。
|
||
|
||
特定のフィールドが派生クラスによってのみ使用できるようにしたい場合は、private にし、保護されたアクセサを提供します。
|
||
|
||
クラスが派生元になることを意図していない場合は、final を使用します。
|
||
|
||
|
||
##一般的なスタイルの問題
|
||
|
||
* プログラミングの依存距離を最小限にします。ある特定の値を持つ変数にコードが依存する場合、変数値の設定は値を使用する直前に行います。変数を実行ブロックの先頭で初期化して、この変数が何百行後まで使用されない場合、依存関係が分からずプログラマーが間違って値を変更してしまう可能性があります。次の行に明記することによって、変数が初期化される理由と使用箇所が明確になります。
|
||
* 可能な場合はメソッドをサブメソッドへ細分化します。人間は、詳細から全体像を想像するのではなく、全体像を見据えたうえで関心を引く詳細へ掘り下げていくことが得意です。同様に、サブ処理全てをまとめたコードが書かれているメソッドよりも、適切な名前が付けられたいくつかのサブメソッドを呼び出す単純なメソッドを理解するほうが簡単です。
|
||
* 関数宣言または関数呼び出しサイトでは、関数名と引数リストの前に置かれている括弧 () 間にスペース (空白) を挿入しないでください。
|
||
* コンパイラの警告に対処します。コンパイラの警告メッセージは、何か問題があることを意味します。メッセージに基づいて問題を解決してください。問題をどうしても解決できない場合、#pragma を使用して警告を削除することが出来ます。これは最後の手段として使用してください。
|
||
* ファイルの最後に空行を残してください。gcc がスムーズにコンパイル処理出来るように、「.cpp」ファイルと「.h」ファイルは全てに空行を残してください。
|
||
* float の int32 への暗黙変換を決して許可しないでください。この変換は時間を要するオペレーションであるため、全てのコンパイラ上でコンパイル処理がされません。代わりに appTrunc() 関数を常に使用して int32 へ変換します。これによってクロス コンパイラの互換性と処理の速いコードが生成されます。
|
||
* インターフェース クラス (I の接頭語を持つクラス) は常に抽象化しメンバー変数を持ってはいけません。インターフェースはインラインに実装されている限り、純粋仮想ではないメソッド、また非仮想や静的なメソッドを含むことが出来ます。
|
||
* デバッグ コードは普通、便利な完成品か、チェックインされていないかのいずれかです。デバッグ コードを他のコードと混ぜるとコードの解読が難解になります。
|
||
* 文字列リテラルの周囲には TEXT() マクロを常に使用してください。それがないと、リテラルから FStrings を構築すると、望ましくない文字列変換プロセスが行われます。
|
||
* ループ内で同じ操作を重複して繰り返さないようにしてください。計算の重複を避けるためにループから共通のサブ式をホイストしてください。一部のケースでは、統計を使って例えば、文字列リテラルから FName を構築するなど関数呼び出しでグローバルに重複する操作を回避します。
|
||
* ホット リロードは注意して行ってください。イタレーション時間を短縮するために依存関係を最小限にしてください。リロードで変化しそうな関数に対してインライン化やテンプレートは使用しないでください。リロードしても一定のままであると予測されるものに限り統計を使用してください。
|
||
* 複雑な式を簡素化させるため中間変数を使用します。* 複雑な式が存在する場合、部分式に分けることによって簡単に理解することが出来ます。部分式は、親の式内の部分式の意図を名前で表した中間変数に代入されます。例:
|
||
|
||
if ((Blah->BlahP->WindowExists->Etc && Stuff) &&
|
||
!(bPlayerExists && bGameStarted && bPlayerStillHasPawn &&
|
||
IsTuesday())))
|
||
{
|
||
DoSomething();
|
||
}
|
||
|
||
_上記は以下で置き換えます。_
|
||
|
||
const bool bIsLegalWindow = Blah->BlahP->WindowExists->Etc && Stuff;
|
||
const bool bIsPlayerDead = bPlayerExists && bGameStarted && bPlayerStillHasPawn && IsTuesday();
|
||
if (bIsLegalWindow && !bIsPlayerDead)
|
||
{
|
||
DoSomething();
|
||
}
|
||
|
||
|
||
* オーバーライドするメソッドを宣言する場合は、仮想およびオーバーライドのキーワードを使用します。親クラスの仮想関数をオーバーライドする派生クラスに仮想関数を宣言する場合、仮想と OVERRIDE のキーワードを必ず使用しなくてはいけません。例:
|
||
|
||
class A
|
||
{
|
||
public:
|
||
virtual void F() {}
|
||
};
|
||
class B : public A
|
||
{
|
||
public:
|
||
virtual void F() override;
|
||
};
|
||
|
||
|
||
OVERRIDE キーワードは最近追加されたため、このキーワードを含まない既存コードが多数存在します。ご都合のよいときにキーワードを追加してください。
|
||
|
||
* ポインタと参照は、それぞれの右側に一個だけスペースを開けます。これで、特定の型に対する全てのポインタや参照を迅速に行うことが出来ます。
|
||
|
||
以下を使用:
|
||
|
||
FShaderType* Type
|
||
|
||
以下は使用しない:
|
||
|
||
FShaderType *Type
|
||
FShaderType * Type
|
||
|
||
|
||
* シャドウされた変数は認められません。C++ では、外部のスコープから変数をシャドウすることは認められており、読み手からは使用が曖昧になります。例えば、このメンバー関数には、3 つの使用可能な 'Count' 変数があります。
|
||
|
||
class FSomeClass
|
||
{
|
||
public:
|
||
void Func(const int32 Count)
|
||
{
|
||
for (int32 Count = 0; Count != 10; ++Count)
|
||
{
|
||
// Use Count
|
||
}
|
||
}
|
||
|
||
private:
|
||
int32 Count;
|
||
};
|