Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UnrealScript syntax
Style[edit]
These sections explain styles you should use. The style is based upon Epic's style used in UnrealScript.
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Names[edit]
All variable/function names should be UpperCamelCased, e.g. var Object OwnerObject
.
Bool[edit]
Bool's should start with a lowercase b, e.g. bool bUnrealScriptStyle
.
Enum[edit]
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[edit]
Interface's should start with a uppercase I, e.g. interface IUnrealScriptStyle
.
Keywords[edit]
This section lists all known UnrealScript keywords(188). This includes hard-coded functionality of arrays like Insert etc, as well deprecated, postponed, re-named and canceled keywords. Note that most keywords are context-sensitive in UnrealScript, so you can use most of these for member or type names as well.
A[edit] |
B[edit] |
C[edit] |
D[edit] |
E[edit] |
F[edit] |
G[edit] |
H[edit] |
I[edit] |
K[edit] |
L[edit] |
M[edit] |
N[edit] |
O[edit] |
P[edit] |
R[edit] |
S[edit] |
T[edit] |
U[edit] |
V[edit] |
W[edit] |
Declarations | Preprocessor • Classes • Interfaces • Cpptext • Constants • Enums • Structs • Variables (Metadata) • Replication block • Operators • Delegates • Functions • States • Defaultproperties (Subobjects) |
---|---|
Types | bool • byte • float • int • name • string • Object • Class • Enums • Structs (Vector ⋅ Rotator ⋅ Quat ⋅ Color) • Static arrays • Dynamic arrays • Delegates • Typecasting |
Literals | Boolean • Float • Integer • Names • Objects (None ⋅ Self) • Vectors • Rotators • Strings |
Flow | GoTo • If • Assert • Return • Stop • Switch • While • Do...Until • For • ForEach • Break • Continue |
Specifiers | Super • Global • Static • Default • Const |
UnrealScript | Syntax • .UC • .UCI • .UPKG • Comments • #directives • Native |