Unreal Engine Reflection System
- The Unreal Engine Reflection System encapsulates your classes with various macros that provide engine and editor functionality. ... it is possible to have standard C++ classes, functions, and variables.
- TSubclassOf is a template class that provides
UClasstype safety ... e.g. expose to Blueprint where a designer can assign which weapon class is spawned. - Structs can be defined with
USTRUCT(). - The Unreal Smart Pointer Library: Shared Pointers, Weak Pointers, Unique Pointers, Shared References (non-nullable).
- Interfaces provide functions and additional gameplay behavior you can implement in multiple or different classes.
- Metadata Specifiers control how classes, interfaces, structs, enums, functions, or properties interact with the engine and editor.
- UFUNCTION and UPROPERTY macros make UE aware of new classes, functions, and variables.