Blueprint not seeing variable from native parent

Header file * // Fill out your copyright notice in the Description page of Project Settings.

pragma once

include “CoreMinimal.h”

include “GameFramework/Character.h” #include “CharacterData.generated.h”

UCLASS() class BALLROLLER_API ACharacterData : public ACharacter { GENERATED_BODY()

public: // Sets default values for this character’s properties ACharacterData();

protected: // Called when the game starts or when spawned virtual void BeginPlay() override;

public:
// Called every frame virtual void Tick(float DeltaTime) override;

// Called to bind functionality to input

virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

UPROPERTY(Editanywhere)

int gamescore;

};

CPP file ***

// Fill out your copyright notice in the Description page of Project Settings.

include “CharacterData.h”

// Sets default values ACharacterData::ACharacterData() { // Set this character to call Tick() every frame. You can turn this off to improve performance if you don’t need it. PrimaryActorTick.bCanEverTick = true;

}

// Called when the game starts or when spawned void ACharacterData::BeginPlay() { Super::BeginPlay();

}

// Called every frame void ACharacterData::Tick(float DeltaTime) { Super::Tick(DeltaTime);

}

// Called to bind functionality to input void ACharacterData::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(PlayerInputComponent);

}