UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UP Namespace Reference

Enumerations

enum  {
  Const , Config , GlobalConfig , Localized ,
  Transient , DuplicateTransient , NonPIETransient , NonPIEDuplicateTransient ,
  Ref , Export , NoClear , EditFixedSize ,
  Replicated , ReplicatedUsing , NotReplicated , Interp ,
  NonTransactional , Instanced , BlueprintAssignable , Category ,
  SimpleDisplay , AdvancedDisplay , EditAnywhere , EditInstanceOnly ,
  EditDefaultsOnly , VisibleAnywhere , VisibleInstanceOnly , VisibleDefaultsOnly ,
  BlueprintReadOnly , BlueprintGetter , BlueprintReadWrite , BlueprintSetter ,
  AssetRegistrySearchable , SaveGame , BlueprintCallable , BlueprintAuthorityOnly ,
  TextExportTransient , SkipSerialization , HideSelfPin , FieldNotify
}
 

Enumeration Type Documentation

◆ anonymous enum

Enumerator
Const 

This property is const and should be exported as const.

Config 

Property should be loaded/saved to ini file as permanent profile.

GlobalConfig 

Same as above but load config from base class, not subclass.

Localized 

Property should be loaded as localizable text. Implies ReadOnly.

Transient 

Property is transient: shouldn't be saved, zero-filled at load time.

DuplicateTransient 

Property should always be reset to the default value during any type of duplication (copy/paste, binary duplication, etc.)

NonPIETransient 

Property should always be reset to the default value unless it's being duplicated for a PIE session - deprecated, use NonPIEDuplicateTransient instead.

NonPIEDuplicateTransient 

Property should always be reset to the default value unless it's being duplicated for a PIE session.

Ref 

Value is copied out after function call. Only valid on function param declaration.

Export 

Object property can be exported with it's owner.

NoClear 

Hide clear button in the editor.

EditFixedSize 

Indicates that elements of an array can be modified, but its size cannot be changed.

Replicated 

Property is relevant to network replication.

ReplicatedUsing 

Property is relevant to network replication. Notify actors when a property is replicated (usage: ReplicatedUsing=FunctionName).

NotReplicated 

Skip replication (only for struct members and parameters in service request functions).

Interp 

Interpolatable property for use with cinematics. Always user-settable in the editor.

NonTransactional 

Property isn't transacted.

Instanced 

Property is a component reference. Implies EditInline and Export.

BlueprintAssignable 

MC Delegates only. Property should be exposed for assigning in blueprints.

Category 

Specifies the category of the property. Usage: Category=CategoryName.

SimpleDisplay 

Properties appear visible by default in a details panel.

AdvancedDisplay 

Properties are in the advanced dropdown in a details panel.

EditAnywhere 

Indicates that this property can be edited by property windows in the editor.

EditInstanceOnly 

Indicates that this property can be edited by property windows, but only on instances, not on archetypes.

EditDefaultsOnly 

Indicates that this property can be edited by property windows, but only on archetypes.

VisibleAnywhere 

Indicates that this property is visible in property windows, but cannot be edited at all.

VisibleInstanceOnly 

Indicates that this property is only visible in property windows for instances, not for archetypes, and cannot be edited.

VisibleDefaultsOnly 

Indicates that this property is only visible in property windows for archetypes, and cannot be edited.

BlueprintReadOnly 

This property can be read by blueprints, but not modified.

BlueprintGetter 

This property has an accessor to return the value. Implies BlueprintReadOnly if BlueprintSetter or BlueprintReadWrite is not specified. (usage: BlueprintGetter=FunctionName).

BlueprintReadWrite 

This property can be read or written from a blueprint.

BlueprintSetter 

This property has an accessor to set the value. Implies BlueprintReadWrite. (usage: BlueprintSetter=FunctionName).

AssetRegistrySearchable 

The AssetRegistrySearchable keyword indicates that this property and it's value will be automatically added to the asset registry for any asset class instances containing this as a member variable. It is not legal to use on struct properties or parameters.

SaveGame 

Property should be serialized for save games. This is only checked for game-specific archives with ArIsSaveGame set

BlueprintCallable 

MC Delegates only. Property should be exposed for calling in blueprint code.

BlueprintAuthorityOnly 

MC Delegates only. This delegate accepts (only in blueprint) only events with BlueprintAuthorityOnly.

TextExportTransient 

Property shouldn't be exported to text format (e.g. copy/paste)

SkipSerialization 

Property shouldn't be serialized, can still be exported to text.

HideSelfPin 

If true, the self pin should not be shown or connectable regardless of purity, const, etc. similar to InternalUseParam.

FieldNotify 

Generate a field entry for the NotifyFieldValueChanged interface.