67 lines
3.8 KiB
Markdown
67 lines
3.8 KiB
Markdown
Visual Studio Snippets for Unreal Engine C++ Projects
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===========
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How to install snippets?
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===========
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**Method One**
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Paste .snippet files into: C:\Users\$user$\Documents\Visual Studio 2013\Code Snippets\Visual C++\My Code Snippets. Then restart VS.
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**Method Two**
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Open Visual Studio, navigate to TOOLS -> Code Snippets Manager… -> Import…
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How to use snippets?
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===========
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**Method One**
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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.
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**Method Two**
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Type all snippet name and hit TAB. You don't have to wait for VS to show snippet list.
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To navigate between highlighted fields you can use TAB and SHIFT + TAB. After you enter all names, hit ENTER.
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Snippets
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*unreal-classa* – Blueprintable class that derives from an AActor. Parameters are: comment, class name and base class name.
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*unreal-classu* – Blueprintable class that derives from an UObject. Parameters are: comment, class name, base class name.
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*unreal-struct* – Simple structure. Parameters are: comment and name.
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*unreal-interface* – Simple unreal- interface. Parameters are: comment and name.
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*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.
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*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.
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*unreal-prop* – This read/write property is available everywhere (blueprint, instance and archetype details). Parameters are: comment, category, type and name.
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*unreal-enum* – Simple enum. Parameters are: comment, enum name, first member name and it’s comment.
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*unreal-enumdisplay* – Enum that can be used with blueprints. Parameters are: comment, enum name, first member name, it’s display name and comment.
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*unreal-log* – Simplest log line. Parameters are category, verbosity and message.
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*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.
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*unreal-logdefine* – Definition of log category. Place this in main code file. Parameter is category name.
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*unreal-logfloat* – Log line that can be used to print float value. Parameters are: category, verbosity and variable name.
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*unreal-logint* – This log line can be used to log an integer value. Parameters are: category, verbosity and variable name.
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*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.
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*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.
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*unreal-eve* - 9 snippets for each params combination. Can be used to create event. Parameters are: owning type and event type name.
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*unreal-del* - 9 snippets for each params combination. Can be used to create delegate. Parameters are: delegate type name and param type names.
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*unreal-delmul* - 9 snippets for each params combination. Can be used to create multicast delegate. Parameters are: delegate type name and param type names.
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*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.
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*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`. |