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Const UProperty specifier unknown


The "const" specifier for UProperties is unknown to UHT:

 struct Foo
     UPROPERTY( Const )
     float Bar;
 In TemporaryUHTHeader_Foo: Unknown variable specifier 'Const'

Is there any reason for it, is it a legacy thing?

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asked Mar 26 '15 at 03:29 PM in C++ Programming

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avatar image Astronovice Sep 15 '15 at 07:19 AM

I have the same question. According to this: https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Properties/Specifiers/Const/index.html the Const specifier is valid for UProperties.

avatar image WHSolv Jun 21 '17 at 06:20 AM

Nothing new so far?

avatar image Vawx Jun 23 '17 at 02:53 AM

It's const but you didn't give it a value. Maybe that is the issue?

avatar image WHSolv Jun 23 '17 at 03:38 AM

What do you mean? If you are talking about default value like this

 float SomeFloatVar = 1.f;

then it doesn't work either.

avatar image Vawx Jun 23 '17 at 03:57 AM

You're totally right. I looked into the ObjectMacros.h file and looked for "Const". It is strange because under:

     // valid keywords for the UPROPERTY macro

There is a Const.

I do not know why it is giving a compile issue. Must be used in a specific way in which I am not sure of.


Here is a thread where a developer explains there is a limitation with this keyword:


Here is a Wiki where it explains that Const causes a compiling error and to use the "Visible*" specifiers instead.


avatar image WHSolv Jun 23 '17 at 05:08 AM

Yeah, I saw these links. And the right point of one of the comments in the first one is that a variable, being exposed to BP, shouldn't be changed anyhow neither inside C++, nor in BP. Yes, VisibleAnywhere, for example, provides read-only access in BP, but does absolutely nothing with C++, and that's the problem.

One of the "solutions" is make a UFUNCTION getter for non-exposed const variable, but it looks like a duct tape.

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