Dynamically Edit-ablity of UPROPERTYs

I understand how to make a UPROPERTY in my c++ ActorComponent editable or read only in the editor (blueprint or otherwise) using arguments to the UPROPERTY macro / markup. I have a situation where I want to dynamically change whether a property is editable based on the settings a user has made to other properties.

So… How can I change whether a UPROPERTY is editable or not-editable at editor runtime?


That would be EditCondition you can set the name of the boolean property here. Afaik it doesnt support a great variety of evaluations here but a Not Boolean can be used for sure.

meta = (EditCondition = "!UseAsRadio")

Note the qoutes around the evaluation.