How to do it...

  1. First, we will need to mark the class as Blueprintable and then add the following members to your UCLASS declaration, which are shown in bold:
/** * UCLASS macro options sets this C++ class to be * Blueprintable within the UE4 Editor */UCLASS( Blueprintable )class CHAPTER_02_API UUserProfile : public UObject{  GENERATED_BODY()public:  UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Stats)  float Armor;  UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Stats)  float HpMax;};
  1. Return to Unreal Editor and then hit the Compile button to update our code.
  2. Once updated, create a blueprint of your UObject class derivative, if it hasn't been created already.

This can be done in the same way that we saw in the previous recipe, ...

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