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?
Thanks,