[c++] Issues with macros

I’m trying to create some helper macros for a project of mine using c++, with blueprint support, however I’m running into issues where macros are not generating correct ‘Properties’ within blueprints. Is there anything wrong with this macro?

#define READWRITE_PROPERTY(Type, Name, display)\
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = display)\
Type Name

then a simple class that uses it

#include <GameFramework/Actor.h>
#include "AmalynObject.generated.h"

UCLASS(BlueprintType)
class AMALYNONLINE_API AAmalynObject : public AActor
{
	GENERATED_BODY()

	public:
		READWRITE_PROPERTY(FString, Name, "Amalyn|Properties");
};

Hi,

I am afraid UnrealHeaderTool (UHT) is limited to only a known preprocessor constructs. The UHT does not do a preprocessor pass, that is why you macro does not occur.