in place, we now need to create a class for our publicly exposed properties, as well as the archetype that we'll physically interact with, inside the UDK editor.
Open your IDE and prepare to create a new class.
Exposing properties to the editor can be a far easier way to make tweaks and changes to actors like our camera. Without this archetype we are about to build, we'd have to manually change the variable within our IDE, compile the project, then view our results in the editor. We plan on making the life of your level designer much easier with this simple fix.
In the following recipe we'll need to create a new class, in addition to an archetype within the UDK ...