# UFUNCTION and UPROPERTY macro

**URL:** <https://forums.unrealengine.com/t/ufunction-and-uproperty-macro/1697855>\
**Category:** C++\
**Tags:** macro, unreal-engine, CPP, question\
**Created:** [February 18, 2024, 6:09pm UTC](https://forums.unrealengine.com/t/ufunction-and-uproperty-macro/1697855 "2024-02-18T18:09:31Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![blAddddDe](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@blAddddDe](https://forums.unrealengine.com/u/blAddddDe)\
**Post date:** [February 18, 2024, 6:09pm UTC](https://forums.unrealengine.com/t/ufunction-and-uproperty-macro/1697855/1 "2024-02-18T18:09:32Z")

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If there are properties or functions that are only used in the .cpp file and not in bluerprint, do you have to make them with macro UFUNCTION or UPROPERTY?  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/c/a/5ca9a6d687396ef470b32e2257211690834f0e17.png)

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**Author:** ![Chatouille](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/chatouille/32/1194622_2.png) [@Chatouille](https://forums.unrealengine.com/u/Chatouille)\
**Post date:** [February 19, 2024, 10:19am UTC](https://forums.unrealengine.com/t/ufunction-and-uproperty-macro/1697855/2 "2024-02-19T10:19:16Z")

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Properties referencing UObjects (like AvailableSkills) should remain marked with UPROPERTY.

For everything else you can remove UPROPERTY / UFUNCTION.

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Note that if you want your game to be mod-friendly, you should keep using UPROPERTY / UFUNCTION as much as possible.
