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# UnrealScript Keywords

This page lists all UnrealScript Keywords and fundamental UnrealScript data types known to our markup parser.

Almost all of these keywords are described on other UnrealWiki pages.

- abstract
- always?
- array
- arraycount
- assert
- auto
- automated
- bool
- break
- button?
- byte
- case
- class
- coerce
- collapsecategories
- config (classes / variables)
- const
- continue
- default
- defaultproperties
- delegate
- dependson
- deprecated
- do
- dontcollapsecategories
- edfindable
- editconst
- editconstarray
- editinline (variables)
- editinlinenew (classes)
- editinlinenotify (variables)
- editinlineuse (variables)
- else
- enum
- enumcount
- event
- exec
- expands
- export (variables / structs)
- exportstructs
- extends
- false
- final
- float
- for
- foreach
- function
- global
- globalconfig
- goto
- guid
- hidecategories
- if
- ignores
- import?
- init?
- input
- insert
- instanced
- int
- intrinsic
- invariant?
- iterator
- latent
- length
- local
- localized (variables)
- name
- native (classes / variables / structs)
- nativereplication
- new
- noexport
- none
- noteditinlinenew (classes)
- notplaceable
- nousercreate
- operator
- optional
- out
- perobjectconfig
- placeable
- pointer
- postoperator
- preoperator
- private (variables / functions)
- protected (variables / functions)
- reliable
- remove
- replication
- return
- rng (is this used to specify constant range structs in code?)
- rot
- safereplace
- self
- showcategories
- simulated (functions / states)
- singular
- skip
- state
- static (Function Syntax / Static Function)
- stop
- string
- struct
- super
- switch
- transient
- travel
- true
- unreliable
- until
- var
- vect
- while
- within (classes)

## Related Topics

- UnrealScript
  - Class Syntax
    - within
  - Variable Syntax
    - Built-In Structs
    - Variable Type
    - Automated Component
    - editinline
  - Function Syntax
  - Flow Syntax
  - Special UnrealScript Keywords
  - State
  - Default Properties

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