Unreal Snippets
A collection of Sublime Text 3 snippets for writing Unreal Engine 4 game code
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Unreal Snippets
A collection of Sublime Text 3 snippets for writing Unreal Engine 4 game code.
Some of these snippets assume that your project's source modules follow the convention of splitting source files into Public and Private subdirectories.
Available Snippets
Project (.uproject)
- uuproj - Boilerplate .uproject file (e.g.
Project.uproject)
Module (C#)
- umt - Define a project-level target rules file (e.g.
Source/Project.Target.cs) - umb - Define a module-level build rules files (e.g.
Source/ProjectCore/ProjectCore.Build.cs) - umh - Declare a module in its public header file (e.g.
Source/ProjectCore/Public/ProjectCore.h) - umc - Define a module in its private cpp file (e.g.
Source/ProjectCore/Private/ProjectCore.cpp) - umcp - Define the primary game module implementation (one per project)
Logging (C++)
- ulh - Declare a module-level log category in a module-private header (e.g.
Source/ProjectCore/Private/Log.h) - ulc - Define a module-level log category in a cpp file (e.g.
Source/ProjectCore/Private/Log.cpp) - ull - Write a single UE_LOG line using the module-level log category
- ulf - Write a single UE_LOG line at Fatal severity
Classes (C++)
- uco - Declare a UObject subclass
- ucc - Declare a UActorComponent subclass
- uca - Declare an AActor subclass
- ucs - Declare a UBlueprintFunctionLibrary subclass (i.e. a “statics” class)
- uci - Declare a UInterface subclass with associated native interface
Macros (C++)
- ume - Insert an export macro in a type definition
Properties (C++)
- upc - Declare a component UPROPERTY (Visible/ReadOnly in “Components” category)
- upe - Declare an editable UPROPERTY (Editable/ReadWrite in “” category)
- upv - Declare a visible UPROPERTY (Visible/ReadOnly in “” category)
Functions (C++)
- uff - Declare a BlueprintCallable member function
- ufs - Declare a BlueprintCallable static function with a WorldContextObject parameter
- ufi - Declare a pure virtual function in a native interface class
- ufc - Declare a constructor that accepts a const FObjectInitializer reference (in a class header)
- ufr - Define the implementation of GetLifetimeReplicatedProps (in an actor source file)
Creating a Project
Example setup steps for creating a new Unreal C++ project from scratch:
- Create a root Unreal project directory: replace
Projectwith your project name - Add
Project.uproj, runuuproj, populate with primary module name (e.g.ProjectCore) - Add a
Sourcedirectory - Within that directory, add
Project.Target.cs, runumt, enter primary module name - Add
ProjectEditor.Target.csthe same way, set Type toTargetType.Editor - If desired, add
ProjectServer.Target.cs, set Type toTargetType.Server - Add a subdirectory for the primary module, e.g.
ProjectCore - Within that directory, add
ProjectCore.Build.cs, runumb - Add two subdirectories,
PublicandPrivate - Within Public, add
ProjectCore.h, runumh - Within Private, add
ProjectCore.cpp, runumcp - Within Private, add
Log.h, runulh - Within Private, add
Log.cpp, runulc
At this point, you should be able to build your project and open it with the version of UE4Editor that you've built against.