In normal case i can do:
UPROPERTY()
FString MyStringProperty;
But i need:
// not uproperty
FString MyStringProperty;
void AddMyStringToPropertiesOfThisActor()
{
???
}
how to?
In normal case i can do:
UPROPERTY()
FString MyStringProperty;
But i need:
// not uproperty
FString MyStringProperty;
void AddMyStringToPropertiesOfThisActor()
{
???
}
how to?