Visual Studio Snippets

From Epic Wiki

Visual Studio Snippets could be very useful, that’s why I’ve created a public repository with a few examples. Snippets are generated with doxygen style comments.

How to add snippet ?

First of all you have to clone GitHub repository . Then you have two choices:

  1. Method one. Paste .snippet files into: "C:\Users\$user$\Documents\Visual Studio 2013\Code Snippets\Visual C++\My Code Snippets" . Then restart VS.
  2. Method two. Open Visual Studio, navigate to TOOLS -> Code Snippets Manager… -> Import… (This allows an Add folder option for easier management)

[4.6 Branch and above] Epic seems to have started initial integration with Branch 4.6 and above. Look on GitHub under "\Engine\extras\VisualStudioSnippets" and follow the Readme file.

How to use snippets ?

Import them and just start typing ue4…

Ue4-snippet.png

After selecting snippet from the list, hit TAB.

Ue4-snippet-pasted.png

To navigate between highlited fields you can use TAB and SHIFT + TAB. After you enter all names, hit ENTER.

Snippets

  • ue4classa – Blueprintable class that derives from an AActor. Parameters are: comment, class name and base class name.
/**
 * Comment 
 */
UCLASS(BlueprintType, Blueprintable)
class AFoo : public AFooBase
{
	GENERATED_UCLASS_BODY()
 
public:
 
protected:
 
private:
 
};
  • ue4classu – Blueprintable class that derives from an UObject. Parameters are: comment, class name, base class name.
/**
 * Comment 
 */
UCLASS(BlueprintType, Blueprintable)
class UFoo : public UFooBase
{
	GENERATED_UCLASS_BODY()
 
public:
 
protected:
 
private:
 
};
  • ue4enum – Simple enum. Parameters are: comment, enum name, first member name and it’s comment.
/**
 * Comment
 */
UENUM()
enum EMyEnum
{
	Name, /**> Comment */
 
};
  • ue4enumdisplay – Enum that can be used with blueprints. Parameters are: comment, enum name, first member name, it’s display name and comment.
/**
 * Comment
 */
UENUM()
namespace EMyEnum
{
	enum Type
	{
		Name UMETA(DisplayName = "DisplayName"), /**> Comment */
 
	};
}
  • ue4event – This function can be used as an event in blueprint. Parameters are: comment (parameters and return value), UI category, virtual and const modifiers, return type, function name and arguments.
/**
 * Comment
 * @param Comment
 * @return Comment
 */
UFUNCTION(BlueprintImplementableEvent, Category = "MyProject")
virtual void OnFunctionName(args) const;
  • ue4func – This function is available for blueprint logic. Parameters are: comment (parameters and return value), UI category, virtual and const modifiers, function name and arguments.
/**
 * Comment
 * @param Comment
 * @return Comment
 */
UFUNCTION(BlueprintCallable, Category = "MyProject")
virtual void FunctionName(args) const;
  • ue4interface – Simple ue4 interface. Parmameters are: comment and name.
/**
 * Comment
 */
UINTERFACE()
class UFoo : public UInterface
{
	GENERATED_UINTERFACE_BODY()
};
 
class IFoo
{
	GENERATED_IINTERFACE_BODY()
 
};
  • ue4log – Simplest log line. Parameters are category, verbosity and message.
UE_LOG(MyProject, Error, TEXT("Log message"));
  • ue4logdeclare – Declaration of log category. Place this in main header of your project to allow logging. Parameters are: category, default verbosity and compile time verbosity.
DECLARE_LOG_CATEGORY_EXTERN(MyProject, Log, All);
  • ue4logdefine – Definition of log category. Place this in main code file. Parameter is category name.
DEFINE_LOG_CATEGORY(MyProject);
  • ue4logfloat – Log line that can be used to print float value. Parameters are: category, verbosity and variable name.
UE_LOG(MyProject, Error, TEXT("The value of 'variable' is: %f"), variable);
  • ue4logint – This log line can be used to log an integer value. Parameters are: category, verbosity and variable name.
UE_LOG(MyProject, Error, TEXT("The value of 'variable' is: %i"), variable);
  • ue4loguobj – 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.
UE_LOG(MyProject, Error, TEXT("[%s] Log message"), *(this->GetName()));
  • ue4prop – This read/write property is available everywhere (blueprint, instance and archetype details). Parameters are: comment, category, type and name.
/**
 * Comment
 */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyProject")
Type Name;
  • ue4struct – Simple structure. Parameters are: comment and name.
/**
 * Comment
 */
USTRUCT()
struct FFoo
{
	GENERATED_USTRUCT_BODY()
 
};
  • ue4mark – This comment can be used to mark changes made to engine classes. Parameters are: Company symbol, task/ticket number, name and surname of a developer and short description of modification.
/* BEGIN ACME (ACME-938) */
// Name Surname - Comment
 
virtual void Tick(float DeltaTime);
 
/* END ACME */



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