While this book focuses on C++, when developing with Unreal a more standard workflow is to implement core gameplay functionality as well as performance-critical code in C++, and expose those features to Blueprint to allow designers to prototype gameplay, which can then be refactored by programmers with additional Blueprint features, or pushed back down to the C++ layer. One of the most common tasks, then, is to mark up our classes and structs in such a way that they are visible to the Blueprint system.
Creating classes or structs that can be subclassed in Blueprint
How to do it...
- Create a new C++ class derived from the Actor class using the editor wizard; name it BaseEnemy:
- Add the following UPROPERTY to the class:
UPROPERTY...