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UnrealScript syntax

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Revision as of 15:19, 22 May 2010 by Eliot (Talk | contribs) (Keywords)

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Keywords

This section lists all known UnrealScript keywords this includes hardcoded funtionality of arrays like Insert etc, as well deprecated, postponed and canceled keywords.

171 UnrealScript keywords
Abstract Add AddIndex AddItem Array ArrayCount Assert Atomic
AtomicWhenCooked Auto AutoExpandCategories Automated Begin Bool Break Byte
Case CacheExempt Cache Class Client CppStruct CppText Coerce
CollapseCategories Config Const Continue CrossLevelPassive DataBinding Default DefaultProperties
Delegate DemoRecording DependsOn Deprecated Do DontCollapseCategories DLLBind DLLImport
DuplicateTransient EdFindable EditConst EditConstArray EditFixedSize EditHide EditorOnly EditInline
EditInlineNew EditInlineNotify EditInlineUse EditTextBox Else Empty End Enum
EnumCount Event Exec Expands Export ExportStructs Extends False
Final Find Float For ForEach Function Global GlobalConfig
GoTo Guid HideCategories HideDropDown If Ignores Immutable ImmutableWhenCooked
Implements Import Inherits Init Input Insert InsertItem Instanced
Int Interface Interp Intrinsic Invariant Iterator Latent Length
Local Localized Long Map Name Native NativeReplication New
NoExport NoExportHeader NoClear NoImport None NonTransactional NotEditInlineNew NotForConsole
NotInstanced NotPlaceable NotTransient NoUserCreate Operator Optional Out ParseConfig
PerObjectConfig PerObjectLocalized Placeable Private PrivateWrite PreOperator Protected ProtectedWrite
Pointer PostOperator Public Reliable Remove RemoveIndex RemoveItem Replace
Replication RepNotify Return Rot Rng ShowCategories StructCppText StructDefaultProperties
StructDefaults SafeReplace Self Server SerializeText Simulated Singular Skip
Sort State Stop StrictConfig String Struct Super Switch
Transient Travel True Unreliable Until Using Var Vect
Virtual While Within          

Style

These sections explain styles you should use. The style is based upon Epic's style used in UnrealScript.

Names

All variable/function names should be UpperCamelCased, e.g. var Object OwnerObject.

Bool

Bool's should start with a lowercase b, e.g. bool bUnrealScriptStyle.

Enum

Enum's should start with uppercase E, e.g. enum EUnrealScriptStyle. Members should all start with all uppercase characters of the enum's name followed by a _, e.g.

enum EUnrealScriptStyle
{
    USS_Personal,
    USS_EpicGames
};

Interface

Interface's should start with a uppercase I, e.g. interface IUnrealScriptStyle.