I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

Difference between revisions of "UnrealScript syntax"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
m (Keywords: clarified that keyword != reserved word)
(Keywords: Added the new code block statement FilterEditorOnly, CrossLevelActive and NativeOnly.)
 
Line 24: Line 24:
  
 
==Keywords==
 
==Keywords==
This section lists all known UnrealScript keywords(185). This includes hard-coded functionality of arrays like '''Insert''' etc, as well '''d'''eprecated, '''p'''ostponed, '''r'''e-named and '''c'''anceled keywords. Note that most keywords are context-sensitive in UnrealScript, so you can use most of these for member or type names as well.
+
This section lists all known UnrealScript keywords(188). This includes hard-coded functionality of arrays like '''Insert''' etc, as well '''d'''eprecated, '''p'''ostponed, '''r'''e-named and '''c'''anceled keywords. Note that most keywords are context-sensitive in UnrealScript, so you can use most of these for member or type names as well.
  
 
{|
 
{|
Line 60: Line 60:
 
*[[ClassGroup]]
 
*[[ClassGroup]]
 
*[[Client]]
 
*[[Client]]
*[[Cpptext|CppStruct]]<sup>R</sup>
 
*[[Cpptext|CppText]]
 
 
*[[Coerce]]
 
*[[Coerce]]
 
*[[CollapseCategories]]
 
*[[CollapseCategories]]
Line 67: Line 65:
 
*[[Const]]
 
*[[Const]]
 
*[[Continue]]
 
*[[Continue]]
 +
*[[Cpptext|CppStruct]]<sup>R</sup>
 +
*[[Cpptext|CppText]]
 +
*[[CrossLevelActive]]
 
*[[CrossLevelPassive]]
 
*[[CrossLevelPassive]]
 
|
 
|
Line 112: Line 113:
 
===F===
 
===F===
 
*[[False]]
 
*[[False]]
 +
*[[FilterEditorOnly]]
 
*[[Final]]
 
*[[Final]]
 
*[[Find]]
 
*[[Find]]
Line 171: Line 173:
 
*[[NameOf]]
 
*[[NameOf]]
 
*[[Native]]
 
*[[Native]]
 +
*[[NativeOnly]]
 
*[[NativeReplication]]
 
*[[NativeReplication]]
 
*[[New]]
 
*[[New]]

Latest revision as of 11:27, 11 June 2012

Style[edit]

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


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]