Macro specifiers
Unreal Engine macros take a variety of specifiers that can be used to modify the behavior of uClasses, uFunctions, uProperties, uStructs, etc. In NimForUE, you can specify those in a similar way to how you would in C++:
Type specifiers
All Unreal Engine type specifiers are available in NimForUE. They have exactly the same names and meanings as in C++. You can find a list of specifiers available for various Unreal Engine types in the Unreal Engine documentation:
- uProperty specifiers
- uStruct specifiers
- uInterface specifiers
- uFunction specifiers
- uClass specifiers
Metadata specifiers
When declaring classes, interfaces, structs, enums, enum values, functions, or properties, you can add Metadata Specifiers to control how they interact with various aspects of the engine and editor.
Metadata specifiers in NimForUE don’t require the Meta(...)
wrapper that is used in C++. Instead, you can just use the metadata specifier directly:
You can find a list of metadata specifiers available for various Unreal Engine types in the Unreal Engine documentation
Additional specifiers
In addition to making C++ specifiers available in NimForUE, we also provide some additional specifiers that are specific to NimForUE.
Static
specifier
The Static
specifier is used to declare static functions in NimForUE. It is equivalent to the static
specifier in C++.