It is now as simple as it should be, just add:
UFUNCTION(BlueprintCallable, CallInEditor)
macro above your function, recompile and button will be there.
Sorry for necro-ing old thread, but it’s easier to find this than actual answer.
It is now as simple as it should be, just add:
UFUNCTION(BlueprintCallable, CallInEditor)
macro above your function, recompile and button will be there.
Sorry for necro-ing old thread, but it’s easier to find this than actual answer.