Open kadium91 opened 5 months ago
I guess I could add that option to the CppGenerator. I'm not sure however, how much of the data I can get.
I guess I could add that option to the CppGenerator. I'm not sure however, how much of the data I can get.
Hello there, I'm coming with some news. Retrieving the whole metadata specifiers may be possible on engine version below 4.19 (so 4.18). GetMetaData in UField is retrieving the metadata from UPackage's MetaData property, this property is marked as EDITOR_ONLY on version above 4.18 but isn't in 4.18, so the deal may be to recreate the GetMetaData function from UField (which is still marked as EDITOR_ONLY on 4.18) in order to get the metadata from UPackage->MetaData.
For comparisons here is a few links :
4.18
4.19 (same as current engine versions)
So yes it is possible, I know it's not really a BIG deal since it's for engine version below 4.18, but again it may be useful in my case (and a few peoples ig). I could run a old fortnite version on < 4.18 to know their metadata etc.
It's already saying "or null in the game" on the 4.18 link you sent.
Hello, would it be possible to add metadata specifiers to dumped properties/classes/structs ? (I'm talking about the meta stuff like meta(ClampMin=..., ClampMax=...), also maybe add Category property specifier (if available, this might be exposed only to editor builds idk)
Uses example of meta in FColor in Engine/Source/Runtime/CoreUObject/Public/UObject/NoExportTypes.h at line 1384
Sample of how to get metadata in "UField::GetMetaData" in Engine/Source/Runtime/CoreUObject/Private/UObject/Class.cpp
Metadata enum can be found in Engine/Source/Runtime/CoreUObject/Public/UObject/ObjectMacros.h at line 1163
This may be useful for game dev like me who want to see deeper how other games setup their stuff.