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More Unreal Engine

A collection of resources, tips, tricks and other notes all Unreal Engine related. Check back regularly

UCLASS() is a macro that declares the class as a UObject-derived class. GENERATED_BODY() generates the necessary boilerplate code for the reflection system. UPROPERTY(...) is a macro that declares a property with various attributes, making it visible in the UE4 editor and usable in Blueprints. UFUNCTION(...) is a macro that declares a function with various attributes, making it callable from Blueprints.

Characteristics of Delegates in UE4: Type-Safety: Delegates are type-safe, meaning that they can only reference functions that have a matching function signature (i.e., the same parameters and return type). Parameters: Delegates can have parameters, allowing you to pass data to the functions they call. Binding: You "bind" a function to a delegate, associating that function with the delegate so that it will be called when the delegate is executed. Multicast Delegates: These are special kinds of delegates that can have multiple functions bound to them, calling all bound functions when the delegate is executed.