Adding Properties to Blueprints

Going over the documentation, some examples mention adding of “properties” to blueprints that can be then controlled and tweaked as part of that blueprint.

I am using the latest beta but could not find how to add a property. The only thing related that i can find to add in the “My Blueprint” menu is adding a variable (not a property).

What is the difference between the two and what am i missing here?

Hi Lior,

In UE4 parlance, “property” typically refers to a special kind of variable that’s reflected in the Unreal type system (tagged with UPROPERTY() in C++).

When you add a variable to a blueprint, it’s also a UProperty by default, which means that in the context of a Blueprint, “property” and “variable” are synonymous.

Hope that helps. :slight_smile:

Jeff

You should avoid referring to UProperties as properties anywhere in documentation as they are not the same thing as C++ properties. It would be good to avoid the confusion!

I suspect the author was referring to variables. I don’t think the normal C++ concept of properties carries over to Blueprints (I can’t see how it could!)

Take a look here around the middle of the page, it shows “Switch Properties”: https://rocket.unrealengine.com/docs/ue4/INT/Gameplay/Introduction/ClassCreationBasics/CodeAndBlueprints/index.html

The only resembling thing you can add to the blueprint from the editor is a variable (green colored icon next to it).

Now I’m following. Those are just variable categories specified by the user in their class header file:

UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=“Switch Components”)

UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=“Switch Properties”)

If you’re not using C++, you can edit the category of any blueprint-only variable by selecting it in the Blueprint panel and typing whatever you want in the Category found in the Details panel below that.