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Difference between revisions of "UnrealScript syntax"

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==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.
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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.
  
 
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Revision as of 22:41, 31 July 2011

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.

Keywords

This section lists all known UnrealScript keywords(185). 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

B

C

D

E

F

G

H

I

K

L

M

N

O

P

R

S

T

U

V

W