The application and meaning of UE4 metadata keywords (1)

The following are all keywords used to define blueprint variable metadata (metadata) in UE4 and their explanations and functions:

  • BlueprintReadOnly: Indicates that the variable can only be read in the blueprint and cannot be written in the blueprint. Often used to define read-only variables.
  • BlueprintReadWrite: Indicates that the variable can be read and written in the blueprint editor, including editing in the Details panel when instantiating the blueprint, or reading and writing in the blueprint. Often used to define readable and writable variables.
  • EditAnywhere: Indicates that the variable can be read and written in the blueprint editor, including editing in the Details panel when instantiating the blueprint, or reading and writing in the blueprint. Often used to define editable variables.
  • EditDefaultsOnly: Indicates that the variable can only be edited in the default values ​​of the blueprint class, not when instantiating the blueprint. Often used to define variables that can only be edited at the class level.
  • Category: Indicates that the variable is displayed under the specified category in the blueprint editor. Often used to display variables in groups.
  • DisplayName: Indicates the name of the variable displayed in the blueprint editor. Commonly used for display names of custom variables.
  • Tooltip: Indicates the prompt information displayed by the variable in the blueprint editor. Often used to provide descriptions and hints for variables.
  • EditCondition: Indicates the editing condition of the variable, which will only be displayed in the blueprint editor when certain conditions are met. Often used to control the visibility of variables based on the value of other variables.
  • meta: Used to define other metadata, which can contain multiple keywords and parameters. Often used for custom metadata.
  • SaveGame: Indicates that the variable will be saved when the game state is saved. Often used for variables that need to be saved.
  • AdvancedDisplay: Indicates that the variable is displayed under the "Advanced" category in the blueprint editor. Often used to display variables in groups.
  • AssetRegistrySearchable: Indicates that the variable can be searched in the asset browser. Commonly used for variables that need to be searched in the asset browser.
  • BlueprintReadOnlyWithVariants: Indicates that the variable can only be read in the blueprint, cannot be written in the blueprint, and can be overloaded in derived classes. Commonly used to define read-only variables and allow overloading in derived classes.
  • BlueprintSetter: Indicates the name of the Setter function of the variable. Commonly used for the name of a custom setter function.
  • BlueprintGetter: Indicates the Getter function name of the variable. Commonly used for the name of a custom Getter function.
  • ClampMin: Indicates the minimum value of the variable. Commonly used to limit the minimum value of a variable.
  • ClampMax: Indicates the maximum value of the variable. Often used to limit the maximum value of a variable.
  • UIMin: Indicates the minimum value of the variable in the blueprint editor. Commonly used to limit the minimum value of a variable in the blueprint editor.
  • UIMax: Indicates the maximum value of the variable in the blueprint editor. Commonly used to limit the maximum value of variables in the blueprint editor.
  • SliderExponent: Indicates the slider index of the variable in the blueprint editor. Often used to customize the slider index.
  • SliderMin: Indicates the variable's minimum slider value in the blueprint editor. Commonly used to limit the minimum value of the variable's slider in the blueprint editor.
  • SliderMax: Indicates the maximum value of the variable's slider in the blueprint editor. Commonly used to limit the maximum value of a variable's slider in the blueprint editor.
  • ExposeOnSpawn: Indicates that the variable can be edited in the Details panel when instantiating the blueprint. Commonly used to set the value of a variable when instantiating a Blueprint.
  • HideInDetailsView: Indicates that the variable is not displayed in the Details panel in the blueprint editor. Often used to hide variables.
  • HideInListView: Indicates that the variable is not displayed in the variable list in the blueprint editor. Often used to hide variables.
  • VisibleAnywhere: Indicates that the variable is displayed in the variable list in the blueprint editor and can be read in the blueprint. Often used to define readable variables.
  • VisibleDefaultsOnly: Indicates that the variable is displayed in the variable list in the blueprint editor, and can only be read in the default value of the blueprint class. Often used to define read-only variables.
  • VisibleInstanceOnly: Indicates that the variable is not displayed in the variable list in the blueprint editor, and can only be read when instantiating the blueprint. Often used to define read-only variables.
  • AllowPrivateAccess: Indicates that the variable can be read and written in the member functions of the blueprint class. Often used to define variables that can only be accessed inside a class.
  • AssetReference: Indicates that the variable is an asset reference. Often used to reference assets.
  • AssetPtr: Indicates that the variable is an asset pointer. Often used to reference assets.
  • AssetSubclassOf: Indicates that the variable is an asset subclass. Often used to reference asset subclasses.
  • BlueprintAssignable: Indicates that the variable is a blueprint event. Commonly used to define blueprint events.
  • BlueprintCallable: Indicates that the variable is a blueprint function. Often used to define Blueprint functions.
  • BlueprintCosmetic: Indicates that the variable is a blueprint cosmetic variable. Commonly used to define blueprint beautification variables.
  • BlueprintInternalUseOnly: Indicates that the variable can only be read and written in member functions of the blueprint class. Often used to define variables that can only be accessed inside a class.
  • BlueprintProtected: Indicates that the variable can only be read and written in the member functions of the blueprint class and its derived classes. Often used to define variables that can only be accessed inside a class and its derived classes.
  • BlueprintPure: Indicates that the variable is a pure blueprint function that does not modify any state. Often used to define pure Blueprint functions.
  • BlueprintSetterTimer: Indicates the name of the Setter function of the variable, and a timer will be started when the variable is set. Often used for custom Setter functions and to start a timer when a variable is set.
  • BlueprintTransient: Indicates that the variable is not displayed in the variable list in the blueprint editor and will not be saved. Often used to define temporary variables.
  • BlueprintReadOnlyTimer: Indicates that the variable can only be read in the blueprint and cannot be written in the blueprint, and a timer will be started when the variable is read. Often used to define read-only variables and start a timer when the variable is read.
  • CategoryShowOnly: Indicates that the variable is displayed under the specified category in the blueprint editor, and only variables under this category are displayed. It is often used to display variables in groups and only display variables under the specified category.
  • Deprecated: Indicates that the variable is outdated and is not recommended for use. Often used to mark variables that are obsolete.
  • DisableEditOnInstance: Indicates that the variable cannot be edited in the Details panel when the blueprint is instantiated. Often used to define read-only variables.
  • DisableEditOnTemplate: Indicates that the variable cannot be edited in the default value of the blueprint class. Often used to define read-only variables.
  • EditFixedSize: Indicates that the variable is displayed as a fixed-size array in the blueprint editor. Often used to define fixed-size arrays.
  • EditInline: Indicates that the variable is displayed as an inline editor in the blueprint editor. Often used to define inline editors.
  • EditInstanceOnly: Indicates that the variable can be edited in the Details panel when instantiating the blueprint. Commonly used to set the value of a variable when instantiating a Blueprint.
  • EditInlineNew: Indicates that the variable is displayed as an inline editor in the blueprint editor, and new objects can be created in the blueprint. Commonly used to define inline editors and to create new objects in blueprints.
  • EditInlineUse: Indicates that the variable is displayed as an inline editor in the blueprint editor, and existing objects can be used in the blueprint. Commonly used to define inline editors and allow existing objects to be used in blueprints.
  • EditReference: Indicates that the variable is a reference variable. Often used to define reference variables.
  • EditConditionOnly: Indicates the editing condition of the variable, which will only be displayed in the blueprint editor when certain conditions are met, and cannot be read or written in the blueprint. Commonly used to control the visibility of variables based on the value of other variables, and cannot be read or written in Blueprints.
  • Interp: Indicates that the variable is an interpolation variable. Often used to define interpolation variables.
  • InterpCurveEdSetup: Indicates that the variable is an interpolation curve. Often used to define interpolation curves.
  • InterpCurvePoint: Indicates that the variable is a point of an interpolation curve. Commonly used to define points for interpolation curves.
  • InterpProperty: Indicates that the variable is an interpolation property. Often used to define interpolation properties.
  • InterpShowOnlyInnerProperties: Indicates that the variable only displays internal properties in the blueprint editor. Internal property commonly used to hide interpolated properties.
  • InterpStep: Indicates that the variable is an interpolation step. Often used to define interpolation steps.
  • InterpTimePoint: Indicates that the variable is an interpolation time point. Often used to define interpolation time points.
  • NoClear: Indicates that the variable will not be cleared when the blueprint is cleared. Often used to define variables that will not be cleared.
  • NonPIEDuplicateTransient: Indicates that the variable will not be copied when duplicating the blueprint. Often used to define variables that will not be copied.
  • NotReplicated: Indicates that the variable will not be replicated to the network. Often used to define variables that do not need to be synchronized over the network.
  • OnlyPlaceable: Indicates that the variable can only be edited in the default value of the blueprint class, not when the blueprint is instantiated. Often used to define variables that can only be edited at the class level.
  • PerObjectLocalizedDesc: Indicates the localized description of the variable displayed in the blueprint editor. Often used to provide localized descriptions of variables.
  • PerObjectLocalizedDisplayName: Indicates the localized name of the variable displayed in the blueprint editor. Commonly used to provide localized names for variables.
  • PersistentGuid: Indicates the persistent GUID of the variable. Often used to define persistent GUIDs.
  • ReadOnly: Indicates that the variable can only be read in the blueprint, and cannot be written in the blueprint. Often used to define read-only variables.
  • Replicated: Indicates that the variable will be replicated on the network. Often used to define variables that need to be synchronized over the network.
  • ReplicatedUsing: Indicates that the variable will be called when replicated on the network
  • Use the specified function. Often used for custom copy functions.
  • SoftObject: Indicates that the variable is a soft reference variable. Often used to define soft reference variables.
  • SoftClass: Indicates that the variable is a soft reference class. Often used to define soft reference classes.
  • Transient: Indicates that the variable does not appear in the variable list in the blueprint editor and will not be saved. Often used to define temporary variables.
  • VisibleAnywhereBlueprintReadOnly: Indicates that the variable is displayed in the variable list in the blueprint editor, and can be read in the blueprint, but cannot be written in the blueprint. Often used to define read-only variables.
  • WorldContext: Indicates that the variable is a world context variable. Often used to define world context variables.
  • These keywords can be used to define various metadata, including variable visibility, editability, constraints, default values, localization, replication, and more. Which keywords to use depends on your specific needs.

The above are all the keywords used to define the metadata of blueprint variables in UE4, but there are some other metadata keywords, as follows:

  • BlueprintReadOnlyWithoutExport: Indicates that the variable can only be read in the blueprint, cannot be written in the blueprint, and will not be exported to C++ code. Often used to define read-only variables that do not need to be exported to C++ code.
  • BlueprintSetterWithoutExport: Indicates the name of the Setter function of the variable and will not be exported to C++ code. Commonly used for the name of a custom setter function, and does not need to be exported to C++ code.
  • BlueprintGetterWithoutExport: Indicates the Getter function name of the variable and will not be exported to C++ code. Commonly used to customize the name of the Getter function and does not need to be exported to C++ code.
  • BlueprintInternalUseOnlyWithoutExport: Indicates that the variable can only be read and written in member functions of the blueprint class, and will not be exported to C++ code. Often used to define variables that can only be accessed inside the class and do not need to be exported to C++ code.
  • These keywords are similar to the previously mentioned keywords, but are not exported to C++ code, and are often used for variables and functions that are only used in blueprints.

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