Useful Snippets for UE4 Using VAX

These require Visual Assist, but you might be able to set this up using the default stuff with Visual Studio.

 

  1. Extensions -> VAssistX -> Code Generation and Refactoring -> Edit Refactoring Snippets...
  2. Type: By Title then click the button.
  3. Add the following options. Repeat the process for each of these.

    Title: UFUNCTION Callable Macro
    
    Shortcut: ufcall
    
    UFUNCTION(BlueprintCallable, Category = "$PROJECT_NAME$|$ClassName$")
    
    

    Title: UFUNCTION Const Callable Macro Shortcut: ufcon UFUNCTION(BlueprintCallable, BlueprintPure=false, Category = “$PROJECT_NAME$|$ClassName$”)

    Title: UFUNCTION Get Macro Shortcut: ufget UFUNCTION(BlueprintPure, Category = “$PROJECT_NAME$|$ClassName$”)

    Title: UPROPERTY BlueprintAssignable Macro Shortcut: upass UPROPERTY(BlueprintAssignable, Category = “$PROJECT_NAME$|$ClassName$”, meta = (DisplayName = “$SymbolName$”))

    Title: UPROPERTY BlueprintReadOnly Macro Shortcut: upread UPROPERTY(BlueprintReadOnly, Category = “$PROJECT_NAME$|$ClassName$”, meta = (DisplayName = “$SymbolName$”))

    Title: UPROPERTY EditAnywhere Macro Shortcut: upedit UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = “$PROJECT_NAME$|$ClassName$”, meta = (DisplayName = “$SymbolName$”))

    Title: UPROPERTY EditDefaultsOnly Macro Shortcut: updef UPROPERTY(EditDefaultsOnly, Category = “$PROJECT_NAME$|$ClassName$”, meta = (DisplayName = “$SymbolName$”))

    Title: UPROPERTY Replicated Macro Shortcut: uprep UPROPERTY(Replicated)

    Title: UENUM Macro Shortcut: uenum UENUM(BlueprintType) enum class E$SymbolName$ : uint8 { None UMETA(DisplayName = “None”), };

    Title: USTRUCT Macro Shortcut: ustruct USTRUCT(BlueprintType) struct F$SymbolName$ { GENERATED_BODY()

    F$SymbolName$() {}
    
    

    }

  4. To use these you just type the shortcut in the editor and it should popup.

 

until next time