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UnrealScript syntax

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Revision as of 11:27, 11 June 2012 by Eliot (Talk | contribs) (Keywords: Added the new code block statement FilterEditorOnly, CrossLevelActive and NativeOnly.)

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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]