Expose variable or property to EventGraph (animation)

Hello!

Is there a way to expose or share a variable to Event / AnimationGraph ?

UPROPERTY(BlueprintReadWrite) or UPROPERTY(BlueprintReadOnly) should do

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thanks for answering, the macros work the same even if the Blueprint is not inherited by the PAwn class ?

That question doesn’t make sense. Anything you have a reference to that has a BlueprintRead* property, you can access. How you get a reference to it is the question, I’m thinking.

I prefer c++ all the way o i was wondering if i could do all event graph logic in c++ and expose it to AnimGraph

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Yes. Make your variable BlueprintReadOnly or BlueprintReadWrite.

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