Creating C++ enums that can be used in Blueprint
Enums are commonly used in C++ as flags or inputs to switch statements. However, what if you want to pass an enum
value to or from C++ from a Blueprint? Alternatively, if you want to use a switch
statement in Blueprint that uses an enum
from C++, how do you let the Blueprint editor know that your enum
should be accessible within the editor? This recipe shows you how to make enums visible in Blueprint.
How to do it…
- Create a new
StaticMeshActor
class calledTree
using the editor. - Insert the following code above the class declaration:
UENUM(BlueprintType) enum TreeType { Tree_Poplar, Tree_Spruce, Tree_Eucalyptus, Tree_Redwood };
- Add the following
UPROPERTY
in theTree
class:UPROPERTY(BlueprintReadWrite) ...
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