reckfellENGINE

PropertyUsageFlags

C# enumeration.

On this page
enum PropertyUsageFlagsReckfellSharpInherits Enum

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Fields and constants32

AlwaysDuplicateField
# AlwaysDuplicate
C#
AlwaysDuplicate = 524288

When duplicating a resource with Resource.Duplicate, and this flag is set on a property of that resource, the property should always be duplicated, regardless of the subresources bool parameter.

ArrayField
# Array
C#
Array = 262144

The property is the element count of a property array, i.e. a list of groups of related properties. Properties defined with this usage also need a specific class_name field in the form of label,prefix. The field may also include additional comma-separated options:

  • page_size=N: Overrides EditorSettings.interface/inspector/max_array_dictionary_items_per_page for this array.
  • add_button_text=text: The text displayed by the "Add Element" button.
  • static: The elements can't be re-arranged.
  • const: New elements can't be added.
  • numbered: An index will appear next to each element.
  • unfoldable: The array can't be folded.
  • swap_method=method_name: The method that will be called when two elements switch places. The method should take 2 [int] parameters, which will be indices of the elements being swapped. Note that making a full-fledged property array requires boilerplate code involving ReckfellObject.GetPropertyList.
CategoryField
# Category
C#
Category = 128

Used to categorize properties together in the editor.

CheckableField
# Checkable
C#
Checkable = 16

The property can be checked in the EditorInspector.

CheckedField
# Checked
C#
Checked = 32

The property is checked in the EditorInspector.

ClassIsBitfieldField
# ClassIsBitfield
C#
ClassIsBitfield = 512

The property is a bitfield, i.e. it contains multiple flags represented as bits.

ClassIsEnumField
# ClassIsEnum
C#
ClassIsEnum = 65536

The property is a variable of enum type, i.e. it only takes named integer constants from its associated enumeration.

DefaultField
# Default
C#
Default = 6

Default usage (storage and editor).

DeferredSetResourceField
# DeferredSetResource
C#
DeferredSetResource = 33554432
EditorField
# Editor
C#
Editor = 4

The property is shown in the EditorInspector (default for exported properties).

EditorBasicSettingField
# EditorBasicSetting
C#
EditorBasicSetting = 134217728

The property is considered a basic setting and will appear even when advanced mode is disabled. Used for project settings.

EditorInstantiateObjectField
# EditorInstantiateObject
C#
EditorInstantiateObject = 67108864

When this property is a Resource and base object is a Entity, a resource instance will be automatically created whenever the node is created in the editor.

EntityPathFromSceneRootField
# EntityPathFromSceneRoot
C#
EntityPathFromSceneRoot = 4194304

The EntityPath property will always be relative to the scene's root. Mostly useful for local resources.

GroupField
# Group
C#
Group = 64

Used to group properties together in the editor. See EditorInspector.

HighEndGfxField
# HighEndGfx
C#
HighEndGfx = 2097152

The property is only shown in the editor if modern renderers are supported (the Compatibility rendering method is excluded).

InternalField
# Internal
C#
Internal = 8

The property is excluded from the class reference.

KeyingIncrementsField
# KeyingIncrements
C#
KeyingIncrements = 16777216

Inserting an animation key frame of this property will automatically increment the value, allowing to easily keyframe multiple values in a row.

NeverDuplicateField
# NeverDuplicate
C#
NeverDuplicate = 1048576

When duplicating a resource with Resource.Duplicate, and this flag is set on a property of that resource, the property should never be duplicated, regardless of the subresources bool parameter.

NilIsVariantField
# NilIsVariant
C#
NilIsVariant = 131072

If property has nil as default value, its type will be Variant.

NoEditorField
# NoEditor
C#
NoEditor = 2

Default usage but without showing the property in the editor (storage).

NoInstanceStateField
# NoInstanceState
C#
NoInstanceState = 1024

The property does not save its state in PackedEntity.

NoneField
# None
C#
None = 0

The property is not stored, and does not display in the editor. This is the default for non-exported properties.

ReadOnlyField
# ReadOnly
C#
ReadOnly = 268435456

The property is read-only in the EditorInspector.

ResourceNotPersistentField
# ResourceNotPersistent
C#
ResourceNotPersistent = 8388608

Use when a resource is created on the fly, i.e. the getter will always return a different instance. ResourceSaver needs this information to properly save such resources.

RestartIfChangedField
# RestartIfChanged
C#
RestartIfChanged = 2048

Editing the property prompts the user for restarting the editor.

ScriptDefaultValueField
# ScriptDefaultValue
C#
ScriptDefaultValue = 32768
ScriptVariableField
# ScriptVariable
C#
ScriptVariable = 4096

The property is a script variable. PROPERTY_USAGE_SCRIPT_VARIABLE can be used to distinguish between exported script variables from built-in variables (which don't have this usage flag). By default, PROPERTY_USAGE_SCRIPT_VARIABLE is not applied to variables that are created by overriding ReckfellObject.GetPropertyList in a script.

SecretField
# Secret
C#
Secret = 536870912

An export preset property with this flag contains confidential information and is stored separately from the rest of the export preset configuration.

StorageField
# Storage
C#
Storage = 2

The property is serialized and saved in the scene file (default for exported properties).

StoreIfNullField
# StoreIfNull
C#
StoreIfNull = 8192

The property value of type ReckfellObject will be stored even if its value is null.

SubgroupField
# Subgroup
C#
Subgroup = 256

Used to group properties together in the editor in a subgroup (under a group). See EditorInspector.

UpdateAllIfModifiedField
# UpdateAllIfModified
C#
UpdateAllIfModified = 16384

If this property is modified, all inspector fields will be refreshed.

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