Contribute to the API References
You can contribute to the API documentation by adding or improving comments directly in the plugin's source code.
Display Name
Sometimes, the default display name will not be correct.
For example, an enum named EMyEnum
will have a display name EMy Enum
.
In those cases, we can define a custom display name by adding a DisplayName
meta specifier to the UE macro:
UCLASS(Blueprintable, meta = (DisplayName = "My Great Actor!"))
class AMyActor : public AActor
{
...
}
Available for:
✔️ UCLASS
✔️ USTRUCT
✔️ UINTERFACE
✔️ UENUM
✔️ UMETA
✔️ UFUNCTION
✔️ UPROPERTY
Full Description
The full description is used to describe in details what the class/function/variable is used for.
Markdown syntax can and should be used when necessary.
Add a standard comment above the UE macro:
// Here is the description of the variable.
// *It can be on multiple lines.*
UPROPERTY(BlueprintReadWrite)
int MyVariable;
Available for:
✔️ UCLASS
✔️ USTRUCT
✔️ UINTERFACE
✔️ UENUM
✔️ UMETA
✔️ UFUNCTION
✔️ UPROPERTY
Short Description
The short description is a one-liner to tell roughly what the class/function/variable is used for.\
Add the ShortTooltip
meta specifier to the UE macro.
USTRUCT(BlueprintType, meta = (ShortTooltip = "Just a short one-line description here."))
struct FMyStruct
{
...
}
Available for:
✔️ UCLASS
✔️ USTRUCT
✔️ UINTERFACE
✔️ UENUM
✔️ UMETA
✔️ UFUNCTION
✔️ UPROPERTY
Function Parameters
The function parameters,as well as the return value, can get a description too.
Use the Doxygen syntax in the comment:
// This is the full description of the function
// @param SomeActor This is the description for the SomeActor parameter.
// @param SomeValue Description for the SomeValue input.
// @return The description for the return value.
UFUNCTION(BlueprintCallable)
int MyFunction(AActor* SomeActor, int SomeValue)
{
...
}
Available for:
❌ UCLASS
❌ USTRUCT
❌ UINTERFACE
❌ UENUM
❌ UMETA
✔️ UFUNCTION
❌ UPROPERTY