| Home Page | Recent Changes | Preferences

Guidelines On General Style

This page defines (and debates) general style for the project. See also:

Writing Conventions

Avoid abbreviations. Their meaning may be clear to you, but abbreviations have the inherent risk of being ambiguous and confusing not only newbies. Very common acronyms like HUD and BSP have their own pages – link to them.

Text formatting

Some simple guidelines:

  • use '' and ''' wiki-style formatting instead of B and I tags. Use '''' if you really must, but ask yourself: why does it need to stand out so much?
  • don't use the U tags, it can get confused with links.
  • don't use font colours.

And some reasons for them:

In general, ask yourself the above question: why does it need to stand out so much? It's up to the reader to give your article his/her attention, not up to you to grab it. If they are reading your page, then they want to learn about what you have written.

Don't overuse emphasis. It loses its effect and makes articles hard to read. Some things will stand out of their own accord, if you use the agree formatting conventions:

  • class names and window names (because they're a link – or should be)
  • menu commands and properties (because the → glyph is distinctive)

A fact that there's no escaping is that most of the procedures described on the site involve many complex steps. Readers of this site are aware of this, and will read carefully – if they don't they'll soon learn.

Consider alternatives to lots of bolding:

  • a bullet list
  • a table, for example if an actor needs lots of properties setting

Technical formatting

Class Pages Layout

Class pages on the Wiki have this format at the head:

UT/UT2003 :: Actor >> foo >> bar (Package: package name)

Some clever description of the class.

Properties

Interesting Group

string Property1 [replicated to clients]
That's some mighty interesting property.
Pawn (UT) Property2
That one might be less important.
class<Actor> Property3 [const]
Not changable but still not neglectable.

Not-so-interesting Group

int anArray[4]
Dunno.

Structs

SpecialStruct

int X
int Y
Where am I?
float Range
How far is it?

Enums

EThisAndThat

TAT_One
First enum value.
TAT_Two
...
TAT_Three
etc.

Delegates

bool OnStupidIdea (coerce string Description)
Called whenever the author has a stupid idea. (Like now :-))

Methods

Native Function

float SomeNativeFunction (Class<Canvas> C) [static, final]
Whatever this one does.

Events

PostBeginDelete ( ) [simulated]
Panic and cry.

Other Functions

Pawn (UT) NextVictim (bool bHungry, optional bool bAngry)
Well, yeah.

Known Subclasses

  • anything that's left

Category Class (UT)
Category Class (UT2003)

Question: Should we farm out the above to a separate template class page? Would it be clearer?

Comments on a better layout are welcome, but we should stick to one layout throughout the site to to keep the confusion at a minimum level.

More: Guidelines On Technical Names

Component by componenent, this is:

Class box

{game} :: Actor >> ... >> ... >> ThisClass (package)

property lists

type Name (variable modifiers or replication comments)
description

Class Boxes and Property Settings

Giving a list of properties the reader should set on specific actors. No set standard as such, though you might want to use something like:

Set the following properties:

  • Trigger A : Events → Tag = 'foo'
  • Monster B : Movement → Something = 567

Suggestions

Search Keywords

Suggestion: adding keywords to some pages so they can be found by the search function?

Related Topics

The Unreal Engine Documentation Site

Wiki Community

Topic Categories

Image Uploads

Random Page

Recent Changes

Offline Wiki

Unreal Engine

Console Commands

Terminology

Mapping Topics

Mapping Lessons

UnrealEd Interface

Questions&Answers

Scripting Topics

Scripting Lessons

Making Mods

Class Tree

Questions&Answers

Modeling Topics

Questions&Answers

Log In