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

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.