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Unreal Engine 4 Scripting with C++ Cookbook
book

Unreal Engine 4 Scripting with C++ Cookbook

by Stephen Whittle, William Sherif
October 2016
Intermediate to advanced
452 pages
9h 47m
English
Packt Publishing
Content preview from Unreal Engine 4 Scripting with C++ Cookbook

Accessing a UPROPERTY from Blueprints

Accessing a UPROPERTY from Blueprints is fairly simple. The member must be exposed as a UPROPERTY on the member variable that you want to access from your Blueprints diagram. You must qualify the UPROPERTY in your macro declaration as being either BlueprintReadOnly or BlueprintReadWrite to specify whether you want the variable to be either readable (only) from Blueprints, or even writeable from Blueprints.

You can also use the special value BlueprintDefaultsOnly to indicate that you only want the default value (before the game starts) to be editable from the Blueprints editor. BlueprintDefaultsOnly indicates the data member cannot be edited from Blueprints at runtime.

How to do it...

  1. Create some UObject-derivative ...
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Publisher Resources

ISBN: 9781785885549