// C++ / Unreal Engine // Published on Nov. 16, 2020, 1 p.m.
These require Visual Assist, but you might be able to set this up using the default stuff with Visual Studio.
- Extensions -> VAssistX -> Code Generation and Refactoring -> Edit Refactoring Snippets...
- Type: By Title then click the
button.
- 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$SymbolName$() {} }
- To use these you just type the shortcut in the editor and it should popup.
until next time