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Why are BlueprintPure and const incompatible?

UFUNCTION has the BlueprintPure parameter for tagging functions without side-effects, and C++ has the const keyword for, roughly, the same purpose. But if you try to declare a member function such as:

 UFUNCTION(BlueprintPure, Category=Foos)
 FVector GetFoo() const;

UHT will complain with the message:

 Cannot mark function 'GetFoo' as both 'BlueprintPure' and 'const'

Why is that? Const-correct code is generally A Good Thing in C++, but presumably BlueprintPure allows Unreal to reap some sort of optimization. Am I losing anything if I just tag my const function as BlueprintCallable instead?

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asked Jul 02 '14 at 11:32 PM in C++ Programming

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Skrapion
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1 answer: sort voted first

UFunctions marked as const are always treated as BlueprintPure, so marking a function as const and BlueprintPure is redundant, and that's why UHT complains. There are a couple things that are debatable about this:

  1. Conflating BlueprintPure and C++'s const keyword is a little dubious because C++ const does not imply purity. const functions may modify mutable members and global state.

  2. This error could just be a warning, because it is not fatal, it is simply redundant.

Current best practice is to mark const functions as BlueprintCallable and be aware that they will be treated as BlueprintPure by the compiler.

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answered Jul 03 '14 at 06:55 PM

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Dan.OConnor STAFF
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avatar image Skrapion Jul 03 '14 at 08:51 PM

Yeah, that does seem dubious. Thanks for the clarification!

avatar image DevVictor Oct 24 '15 at 01:17 AM

Another vote for 'dubious / do not want' (and removed from local source)

My use case where this is not acceptable is trying to use ExpandEnumAsExecs on the output param of the const function - the BlueprintPure hides all exec pins, including the enum execs.

The function is also used from c++, where the const is required. (I could add a duplicate function, but, no.)

modified UHT:HeaderParser.cpp

 -  FuncInfo.FunctionFlags |= FUNC_BlueprintPure;
 + // @ : override if any ExpandEnumAsExecs are specifically set
 + if (!MetaData.Contains("ExpandEnumAsExecs"))
 + {
 +      FuncInfo.FunctionFlags |= FUNC_BlueprintPure;
 + }

(note that just removing the feature entirely will completely break a lot of built in nodes that are assumed pure due to this)

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