Blueprints bringing in functions/variables/etc that I've set up in C++

So as a new UE4 user, I’ve started following the UE4 tutorial series on youtube to get some basic understanding of blueprints and what have you. As stated in the video and in the wiki, the way to declare a new category in blueprints is through:

UPROPERTY(x, y, Category = Something)
int someVariable;

As you can see below, I have this. However, nothing shows up in the blueprint. Even though it says it is derived from this file and has other aspects of this file, anything function/variable I add is not brought into blueprints. This is quite aggravating seeing that in the tutorial videos everything was peachy for them.
Yes I have it set to Development Editor and I have rebuilt the solution many times, yet to no avail. Please help, I would very much like to continue on learning more about this wondrous engine, but if I can’t implement basic functions into my blueprints I’m going to have some issues.

Note: I highlighted the lines that I have added.

If you want to be able to edit those properties you should use EditAnywhere, BlueprintReadWrite

You should then be able to use those properties in the blueprint from a get player character node

Hello to edit a property there are several you need to use.
is some exampels.

With this you can`t edit the property at runtime.

	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Weapon")
		float LastFiredTime;

If you want to have it editable at runtime, you need to do it like this

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon")
	float LastFiredTime;

For a component e.g: UActorComponent:: It can be like this.

	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Weapon")
		TSubobjectPtr<UActorComponent> SomeComponent;

Hope it helps.

Tried that, nothing. Even if it wear set to VisibleAnywhere, it should still show up in my blueprints, but unfortunately it doesn’t.

I have same test class that works fine.

1 difference is you have your Tick method in middle of UPROPERTY properties … try moving it below them I have noticed that placement and ordering of things can sometimes have an effect.

I assume you are using 4.2 engine since OVERRIDE call is there?

I use the DebugGame Editor build configuration not the Development Editor configuration not sure if that helps either

I appreciate the input, however, as you can see I have all of this knowledge already. I’ve used all the correct formatting in the code I’ve written, which is why I’m struggling to understand why its not working correctly.

My launcher is set to the 4.3 engine. Other than that nothing is different. Tried both Debug Editor and Development Editor, nothing is working. Kind of frustrating when the even the people at EpicGames make a tutorial and I follow it exactly and it still doesn’t work.

Totally understand your frustration, Ive hit a few bumps along the way myself.

The tutorial you have followed is for 4.2 engine … do you have that installed? I would recommend doing the tutorial in that engine to see whether it works, there are some changes between 4.2 and 4.3 that might effect your code working OVERRIDE macro being removed is one of them … started a migration thread :

HTH