Files
UnrealEngineUWP/Engine/Source/Programs/UnrealHeaderTool/Resources/UHTDebugging/TestObject.h
Steve Robb 82fcd06c42 enum class support for UENUMs. Currently only supports enum classes of underlying type uint8, because the property system needs to be updated to handle more than that.
EPropertyReferenceFlags removed too, because it is unused.

#ttp 329394: UHT: Support the C++ "enum class" syntax for UENUMs

#codereview robert.manuszewski

[CL 2252907 by Steve Robb in Main branch]
2014-08-12 08:51:25 -04:00

68 lines
1.1 KiB
C++

#pragma once
#include "EnumOnlyHeader.h"
#include "TestObject.generated.h"
UCLASS()
class UTestObject : public UObject
{
GENERATED_UCLASS_BODY()
UFUNCTION(BlueprintCallable, Category="Random")
void TestForNullPtrDefaults(UObject* Obj1 = NULL, UObject* Obj2 = nullptr, UObject* Obj3 = 0);
UPROPERTY()
int32 Cpp11Init = 123;
UPROPERTY()
ECppEnum EnumProperty;
#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
};