If you browse through the source code, you’ll find the comments are usually in form like this:
/** * Set whether this actor replicates to network clients. When this actor is spawned on the server it will be sent to clients as well. * Properties flagged for replication will update on clients if they change on the server. * Internally changes the RemoteRole property and handles the cases where the actor needs to be added to the network actor list. * @param bInReplicates Whether this Actor replicates to network clients. * @see https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Replication/ */
You’ll even find single line comments using this multi-line comment format, for example
/** Sets whether or not this Actor is an autonomous proxy, which is an actor on a network client that is controlled by a user on that client. */ vs // Sets whether or not this Actor is an autonomous proxy, which is an actor on a network client that is controlled by a user on that client.
I know I’ve read about this somewhere before, but I can’t seem to google it right. Doesn’t it have something to do with automatically generating documentation? Or is this just the way the Engine likes to parse comments when you mouse over them in the Editor?
Furthermore, is there any reason why I should use those in my own code, vs. using simply // style comments?