Visual Studio Snippets for Unreal Engine C++ Projects =========== How to install snippets? =========== **Method One** Paste .snippet files into: C:\Users\$user$\Documents\Visual Studio 2013\Code Snippets\Visual C++\My Code Snippets. Then restart VS. **Method Two** Open Visual Studio, navigate to TOOLS -> Code Snippets Manager… -> Import… How to use snippets? =========== **Method One** Just start typing unreal-... snippet list should be loaded in a form of combo box. Then use arrows to select snippet. Hit ENTER or TAB to insert snippet. **Method Two** Type all snippet name and hit TAB. You don't have to wait for VS to show snippet list. To navigate between highlighted fields you can use TAB and SHIFT + TAB. After you enter all names, hit ENTER. Snippets =========== *unreal-classa* – Blueprintable class that derives from an AActor. Parameters are: comment, class name and base class name. *unreal-classu* – Blueprintable class that derives from an UObject. Parameters are: comment, class name, base class name. *unreal-struct* – Simple structure. Parameters are: comment and name. *unreal-interface* – Simple unreal- interface. Parameters are: comment and name. *unreal-bpevent* – This function can be used as an event in blueprint. Parameters are: comment, UI category, virtual and const modifiers, function name and arguments. *unreal-bpfunc* – This function is available for blueprint logic. Parameters are: comment (parameters and return value), UI category, virtual and const modifiers, function name and arguments. *unreal-prop* – This read/write property is available everywhere (blueprint, instance and archetype details). Parameters are: comment, category, type and name. *unreal-enum* – Simple enum. Parameters are: comment, enum name, first member name and it’s comment. *unreal-enumdisplay* – Enum that can be used with blueprints. Parameters are: comment, enum name, first member name, it’s display name and comment. *unreal-log* – Simplest log line. Parameters are category, verbosity and message. *unreal-logdeclare* – Declaration of log category. Place this in main header of your project to allow logging. Parameters are: category, default verbosity and compile time verbosity. *unreal-logdefine* – Definition of log category. Place this in main code file. Parameter is category name. *unreal-logfloat* – Log line that can be used to print float value. Parameters are: category, verbosity and variable name. *unreal-logint* – This log line can be used to log an integer value. Parameters are: category, verbosity and variable name. *unreal-loguobj* – This log line is designed to log from inside of the objects. By default, square brackets contains a name of an object that writes the log. Parameters are: category, verbosity, message and name of a pointer to the object. *unreal-mark* – Can be used to mark changes in engine classes. Parameters are: Company symbol, task/ticket number, name and surname of a developer and short description of modification. *unreal-eve* - 9 snippets for each params combination. Can be used to create event. Parameters are: owning type and event type name. *unreal-del* - 9 snippets for each params combination. Can be used to create delegate. Parameters are: delegate type name and param type names. *unreal-delmul* - 9 snippets for each params combination. Can be used to create multicast delegate. Parameters are: delegate type name and param type names. *unreal-deldyn* - 9 snippets for each params combination. Can be used to create dynamic delegate. Parameters are: delegate type name, param type names and display values. *unreal-deldynmul* - 9 snippets for each params combination. Can be used to create dynamic multicast delegate. Parameters are: delegate type name, param type names and display values`.