UFUNCTION - Epic Wiki
# UFUNCTION
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# Contents
- 1 Description
- 2 Valid Keywords
- 2.1 BlueprintImplementableEvent
- 2.2 BlueprintNativeEvent
- 2.3 SealedEvent
- 2.4 Exec
- 2.5 Server
- 2.6 Client
- 2.7 NetMulticast
- 2.8 Reliable
- 2.9 Unreliable
- 2.10 BlueprintPure
- 2.11 BlueprintCallable
- 2.12 BlueprintAuthorityOnly
- 2.13 BlueprintCosmetic
- 2.14 CustomThunk
- 2.15 Category
- 2.16 WithValidation
- 2.17 ServiceRequest
- 2.18 ServiceResponse
- 3 Related
# Description
# Valid Keywords
These Keywords are also valid for UDELEGATE.
# BlueprintImplementableEvent
This function is designed to be overridden by a blueprint. Do not provide a body for this function; the autogenerated code will include a thunk that calls ProcessEvent to execute the overridden body.
# BlueprintNativeEvent
This function is designed to be overridden by a blueprint, but also has a native implementation. Provide a body named [FunctionName]_Implementation instead of [FunctionName]; the autogenerated code will include a thunk that calls the implementation method when necessary.
# SealedEvent
This function is sealed and cannot be overridden in subclasses. It is only a valid keyword for events; declare other methods as static or FINAL to indicate that they are sealed.
# Exec
This function is executable from the command line.
# Server
This function is replicated, and executed on servers. Provide a body named [FunctionName]_Implementation instead of [FunctionName]; the autogenerated code will include a thunk that calls the implementation method when necessary.
# Client
This function is replicated, and executed on clients. Provide a body named [FunctionName]_Implementation instead of [FunctionName]; the autogenerated code will include a thunk that calls the implementation method when necessary.
# NetMulticast
This function is both executed locally on the server and replicated to all clients, regardless of the Actor's NetOwner
# Reliable
Replication of calls to this function should be done on a reliable channel. Only valid when used in conjunction with Client or Server
# Unreliable
Replication of calls to this function can be done on an unreliable channel. Only valid when used in conjunction with Client or Server
# BlueprintPure
This function fulfills a contract of producing no side effects, and additionally implies BlueprintCallable.
# BlueprintCallable
This function can be called from blueprint code and should be exposed to the user of blueprint editing tools.
# BlueprintAuthorityOnly
This function will not execute from blueprint code if running on something without network authority
# BlueprintCosmetic
This function is cosmetic and will not run on dedicated servers
# CustomThunk
The UnrealHeaderTool code generator will not produce a execFoo thunk for this function; it is up to the user to provide one.
# Category
Specifies the category of the function when displayed in blueprint editing tools. Usage: Category=CategoryName or Category="MajorCategory,SubCategory"
# WithValidation
This function must supply a _Validate implementation
# ServiceRequest
This function is RPC service request
# ServiceResponse
This function is RPC service response
# Related
UCLASS, UPROPERTY, USTRUCT, UMETA, UPARAM, UENUM, UDELEGATE
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