Modding/Coding standard
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2023-12-14更新
最新编辑:丸丸辣
阅读:
更新日期:2023-12-14
最新编辑:丸丸辣
To keep things consistent with UE4 and Unturned II your code should adhere to Epic's Coding Standard wherever possible. Here are some additional code styles to follow that aren't covered in that article at the time of writing:
Class Layout
Classes should first be organized by visibility:
- public
- protected
- private
Within each category members should be sorted by:
- Constructors
- Properties
- Operators
- Functions
- Interfaces
Delegate Naming
Delegate names should be past tense and suffixed with Signature e.g. FItemAddedSignature. Event dispatchers should be prefixed with On and functions bound to them prefixed with Handle. For example HandleItemAdded would be bound to OnItemAdded.
Documentation
Functions should be documented for doxygen in this format:
/** * Explain what the method does. * @param NumAttempts - Explain this parameter. * @return Was the attempt succesful? Explain the returned value. */ UFUNCTION(BlueprintCallable) bool TryToDoSomething(int32 NumAttempts);
Parameter Naming
Inputs should be prefixed with "In" and outputs with "Out". The exception is setter functions in which case "New" should be prefixed. For example:
bool DoSomething(UPARAM(Ref) const FInputData& InData, FOutputData& OutData);
UStaticMesh* Mesh; void SetMesh(UStaticMesh* NewMesh);