Contents
Including Macro Files
class YourPawn extends UTPawn config(YourConfig); `include(YourMacroFile.uci)
Example Macro File
When compiling with the -debug command line switch, the debug macro will then be defined and will switch our blank spaces to config/exec respectively.
`if(`notdefined(Debug)) `define dconf `define dexec `else `define dconf config `define dexec exec `endif
Copy the above template into a blank text document and call the file YourMacroFile.uci
Example of usage
If we want to add a variable thats configurable only when the macro `DevBuild is defined.
class YourPawn extends UTPawn config(YourConfig); `include(YourMacroFile.uci) var `{dconf} bool bCanDodge; function bool Dodge(eDoubleClickDir DoubleClickMove) { if(bCanDodge) return Super.Dodge(DoubleClickMove); else return false; } defaultproperties { `if(`notdefined(Debug)) bCanDodge=True `endif }
YourConfig
[YourPackage.YourPawn] bCanDodge=True
Example of usage
If we want to add a variable that already exists but is not config editable. (PostBeginPlay)
class YourPawn extends UTPawn config(YourConfig); `include(YourMacroFile.uci) `if(`isdefined(Debug)) var `{dconf} float newGroundSpeed; function PossessedBy(Controller C, bool bVehicleTransition) { Super.PossessedBy(C, bVehicleTransition); GroundSpeed = newGroundSpeed; } `endif
Useful Macros
/** * 2005-2011 Daniel Batten (aka 00zX or MonsOlympus) */ /** UDK HELPERS */ /*`define redef(OldDef, NewDef) `undefine `{OldDef} `define `{OldDef} `{NewDef}*/ /* Globals */ `define sWorld_Info class'WorldInfo'.static.GetWorldInfo() `define sGame_RepInfo `{sWorldInfo}.GRI `define sGravity `{sWorldInfo}.WorldGravityZ `define sEngine class'Engine'.static /** Timers - checks the timers to see if they are active before setting or clearing them. */ `define CheckClearTimer(name) if(IsTimerActive(nameof(`name))){ClearTimer(nameof(`name));} `define CheckSetTimer(time, loop, name) if(!IsTimerActive(nameof(`name))){SetTimer(`time, `loop, nameof(`name));} `define ResetTimer(time, loop, name) SetTimer(`time, `loop, nameof(`name)) /** Variables and Defaults */ `define SetToDefault(Obj, Var) `{Obj}.`{Var} = `{Obj}.Default.`{Var} `define SetVar(Obj, Var) `{Obj}.`{Var} = `{Var} //Usage: `SetVar(`P, MaxMultiJump) ~ where `P is UTPawn(Pawn) cast. //Outputs: UTPawn(Pawn).MaxMultiJump = MaxMultiJump; ~ Where UT Prefix can be a macro also. `define CheckRet(Obj) if(`Obj == none) return /** Save/Load Object */ `define SaveObj(Obj, FileName, Bool, Ver) `sEngine().BasicSaveObject(`{Obj}, `{FileName}, `{Bool}, `{Ver}) `define LoadObj(Obj, FileName, Bool, Ver) `sEngine().BasicSaveObject(`{Obj}, `{FileName}, `{Bool}, `{Ver}) /** MetaTags */ `define mUI(min, max) <UIMin=`min | UIMax=`max> `define mClamp(min, max) <ClampMin=`min | ClampMax=`max> `define mUIClamp(min, max) <UIMin=`min | UIMax=`max | ClampMin=`min | ClampMax=`max> /* Debugging */ `define LogName 'Debug' `define LogdLine() `logd("------------------------------------------------------",,`{LogName}); `define LogFunc(Name) `log(Self$"."$class.name$"."$GetFuncName()$"()",,`Name); `define LogdFunc() `logd(Self$"."$class.name$"."$GetFuncName()$"()",,`{LogName}); `define LogF(string) `logd(GetFuncName()$"(): "$`{string},,`{LogName}); /* Pawn */ `define ColHeight CylinderComponent.CollisionHeight `define ColRadius CylinderComponent.CollisionRadius `define DefColHeight CylinderComponent.Default.CollisionHeight `define DefColRadius CylinderComponent.Default.CollisionRadius
Page Information
2022-11-18T15:05:27.095652Z
2012-03-06T11:11:26Z
00zX
/* Useful Macros */ Added usage example and output for SetVar
https://wiki.beyondunreal.com/User:00zX/Using The Unreal Engine 3 Preprocessor
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