October 2016
Intermediate to advanced
452 pages
9h 47m
English
When developing with Unreal, it is common for programmers to implement properties on Actors or other objects in C++, and make them visible to the editor for designer use. However, sometimes it makes sense to view a property, or to make it editable, but only on the object's default state. Sometimes the property should only be modifiable at runtime with the default specified in C++. Fortunately, there are some specifiers that can help us restrict when a property is available.
Actor class in the editor called PropertySpecifierActor.UPROPERTY(EditDefaultsOnly) bool EditDefaultsOnly; UPROPERTY(EditInstanceOnly) bool ...
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