I’m not a big fan of the UDN documentation for the UFUNCTION specifiers. With BlueprintCallable, BlueprintPure etc getting their own page, with 1 or 2 sentences as well as lacking documentation on a quite a few Meta specifiers. Some are really handy (Looking at you ExpandEnumAsExecs).
Its very cool indeed, but its not quite precise. Not all specifiers listed (WithValidation for example). All posible specifiers listed in “UnrealEngine\Engine\Source\Runtime\CoreUObject\Public\UObject\ObjectBase.h”
That plugin looks awesome. I didn’t know these definitions existed in C/C++ anywhere. I assumed the variadic UFUNCTION(…) macros didn’t care about their contents. And that the UHT runs over them and builds all the boilerplate.
But I should of realised there has to be some definitions of the settings somewhere for BP to correctly call functions, build the node etc.
> assumed the variadic UFUNCTION(…) macros didn’t care about their contents
Actually it is. Visual Studio dont care about specifiers.
In ObjectBase.h they’re listed for reference only and dont do anything with code generation.
>some definitions of the settings somewhere for BP
Not only BP, but for code generation in general. This logic defines in UHT.