How to create a variables and functions for blueprints in c++ like thats in multiplayer chat system on youtube videos
There few specifiers that makes C++ stuff abiable in blueprints
in UFUNCTION()
BlueprintCallable - turns function in to node for blueprint
BlueprintPure - same as above but pure node, without exec pins, it will call function when needed, function should not set anything.
BlueprintImplementableEvent - turns function in to blueprint event, if you call this function in C++ it will call event in blueprint. But this function wont be overrideable in C++, or else you useā¦
BlueprintNativeEvent - same as above but let you override function in C++ (use event in C++), but you need to override function with _Implementation surrfix
in UPROPERTY()
EditAnywhere - makes varable visible in Defaults and Details tab
BlueprintReadWrite - makes varable accessable and settable in blueprint
BlueprintReadOnly - same as above but only allows to get varable not set