The specifiers we mentioned in the previous recipe are all well and good, but they only control the visibility of UPROPERTY in the Details panel. By default, even with those specifiers used appropriately, UPROPERTY won't be viewable or accessible in the actual editor graph for use at runtime.Other specifiers, which can optionally be used in conjunction with the ones in the previous recipe so that you can interact with properties in the Event Graph.
Making properties accessible in the Blueprint editor graph
How to do it...
- Create a new Actor class called BlueprintPropertyActor using the editor wizard:
- Add the following UPROPERTY to the class using Visual Studio:
#pragma once
#include "CoreMinimal.h"
#include...