Is there any particular reason why a significant portion of C++ properties are undocumented? I’ve run into this a few times, where I can’t figure out how to access a certain object. I’ll look into the BP equivalent and see that it uses an undocumented property.
For instance in Apple’s APIs, undocumented means forbidden, i.e. your app could crash in the future and we will reject your app if you use this.
I’m guessing it’s more of an oversight with UE4.
The most recent example I found in APlayerController:
/** Camera manager associated with this Player Controller. */
class APlayerCameraManager* PlayerCameraManager;
/** PlayerCamera class should be set for each game, otherwise Engine.PlayerCameraManager is used */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=PlayerController)
TSubclassOf<class APlayerCameraManager> PlayerCameraManagerClass;
Can’t find any documentation for this property.
There are more cases like this, but I can’t remember any right now.
Are you manually filtering the output of your doc generator, or how does something like this happen?