Extending C++ into Blueprint
Ok, now that we have implemented a purely C++ based object, let's look at the ways we can extend our code classes into Blueprint and utilize specifiers to communicate more information from our code classes to the engine.
The first thing we are going to do is extend a custom class into Blueprint! This is a very powerful feature of the engine as it allows us to write backend functionality for objects in code, but utilize all of the association tools of the Editor for things such as assigning materials, meshes, sounds, and other asset-based functionality. To successfully extend a code class into blueprint you must provide information to the engine about the class through specifiers. These specifiers act as input arguments for macros such as UFUNCITON()
, UPROPERTY()
, and UCLASS()
.
Extending a class with no macro specifier support
Let's see what happens when we attempt to extend our AHelloSphere
C++ class we just made, which exists purely in C++. The AHelloSphere...