---
title: Unreal Engine Reflection System
source: https://dev.epicgames.com/documentation/en-us/unreal-engine/reflection-system-in-unreal-engine
version: Unreal Engine 5.8 Documentation
fetched: 2026-10-11
note: 原文摘录（英文），供 wiki 引用；非全文
---

# 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 `UClass` type 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.
