Hm no, for example the ShooterWeapon.h. There are bool like this:
/** inifite ammo for reloads */
UPROPERTY(EditDefaultsOnly, Category=Ammo)
bool bInfiniteAmmo;
/** infinite ammo in clip, no reload required */
UPROPERTY(EditDefaultsOnly, Category=Ammo)
bool bInfiniteClip;
and there are uint32 like this:
/** is fire sound looped? */
UPROPERTY(EditDefaultsOnly, Category=Sound)
uint32 bLoopedFireSound : 1;
/** is fire animation looped? */
UPROPERTY(EditDefaultsOnly, Category=Animation)
uint32 bLoopedFireAnim : 1;
Both representing bools if i’m not wrong. But i don’t see why there are uint32 and not bools.
bLoopedFireAnim is set to true/false inside the cpp.
Also bInfiniteAmmo is set to true/false inside the cpp.
So they are both used as normal bools.