In this chapter, we will cover following recipes:
- Using a class or struct as a Blueprint variable
- Creating classes or structs that can be subclassed in Blueprint
- Creating functions that can be called in Blueprint
- Creating events that can be implemented in Blueprint
- Exposing multi-cast delegates to Blueprint
- Creating C++ enums that can be used in Blueprint
- Editing class properties in different places in the editor
- Making properties accessible in the Blueprint editor graph
- Responding to property changed events from the editor
- Implementing a native code Construction Script