UE5 Symbols Flashcards
UPROPERTY Macro
Definition:
Macro used to declare UObjects properties for reflection and editing.
Example:
UPROPERTY(EditAnywhere) int MyProperty;
UFUNCTION Macro
Definition:
Macro used to declare UObjects functions for Blueprint exposure and networking.
Example:
UFUNCTION(BlueprintCallable) void MyFunction();
UCLASS Macro
Definition:
Macro used to declare a new UObject-derived class.
Example:
UCLASS(Blueprintable) class MyActor : public AActor { /* … */ };
AActor Class
Definition:
The base class for all actors in Unreal Engine, providing functionality for placement in a level.
Key Functions:
BeginPlay(), Tick(), OnHit()
Constructor Helpers
Definition:
Special functions in C++ classes used to set up default values and initialize components.
Example:
MyActor::MyActor() { /* … */ }
Components
Definition:
Modular parts of an actor that can be added, modified, and interacted with.
Examples:
UStaticMeshComponent, UAudioComponent.
Delegates and Events
Definition:
Mechanisms for implementing callback functions and handling events in Unreal Engine.
Example: DECLARE_DYNAMIC_MULTICAST_DELEGATE(FMyDelegate);
GameMode Class
Definition:
Class defining the rules and gameplay for a specific game type.
Example:
class AMyGameMode : public AGameModeBase { /* … */ };
Collision Handling
Definition:
Managing interactions between objects in the game world.
Functions:
NotifyHit(), NotifyBeginOverlap(), NotifyEndOverlap
PlayerController
Definition:
Handles player input and manages the player’s viewport.
Functions:
SetupInputComponent(), Possess(), UnPossess().
AIController Class
Definition:
Handles the behavior of AI-controlled characters in the game.
Example:
class AMyAIController : public AAIController { /* … */ };
UE_LOG Macro
Definition:
Macro for logging messages to the output log in the editor.
Example:
UE_LOG(LogTemp, Warning, TEXT(“This is a warning message”));
BlueprintCallable Functions
Definition:
C++ functions marked to be accessible and callable from Blueprints.
Example:
UFUNCTION(BlueprintCallable) void MyFunction();
Function Overriding
Definition:
Replacing or extending the functionality of a base class function in a derived class.
Example:
virtual void BeginPlay() override;