Hello!
Is there a way to expose or share a variable to Event / AnimationGraph ?
Hello!
Is there a way to expose or share a variable to Event / AnimationGraph ?
UPROPERTY(BlueprintReadWrite) or UPROPERTY(BlueprintReadOnly) should do
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
Yes. Make your variable BlueprintReadOnly or BlueprintReadWrite.