Cogito, ergo sum
Search results
From Unreal Wiki, The Unreal Engine Documentation Site
Create the page ""Displaying Variables In UnrealEd"" on this wiki! See also the search results found.
Page title matches
- ...also specify a group name in the parentheses to make the variable show up in that property group. If you don't specify a group name, the class name is u This declaration in the [[Legacy:Material|Material]] class adds the FallbackMaterial property t7 KB (1,016 words) - 09:44, 24 November 2003
Page text matches
- This is a floating window in the [[Legacy:UnrealEd Interface|UnrealEd Interface]] that lists all the pro ...of the headings are common to all actors; this is because they are defined in the script for the [[Legacy:Actor|Actor]] class and inherited by all subcla6 KB (1,011 words) - 10:59, 3 November 2005
- ...hough <tt>expands</tt> was considered deprecated for a while already), but in newer engine generations <tt>expands</tt> won't work. So, always use extend ...d, it's a base class only. Usually the useful functionality is implemented in subclasses. Examples: [[Legacy:Keypoint|Keypoint]], [[Legacy:Triggers|Trigg11 KB (1,688 words) - 01:32, 25 October 2007
- ...' without the '''new''' will allow you to edit the class that the variable in question refers to, but will not allow you to create an instance of that cl ==Variables==6 KB (882 words) - 08:11, 12 January 2005
- * In particular a passing familiarity with functions, variables and flow control statements and a basic knowledge of the Unreal class struc Bear in mind that streamlined code isn't necessary here. The user won't mind a few18 KB (2,926 words) - 20:22, 22 January 2006
- ===Class variables === ...group. See [[Legacy:Displaying Variables In UnrealEd|Displaying variables in UnrealEd]].8 KB (1,316 words) - 16:23, 1 October 2021