Alexa.Ki
(Alendromeda.ki)
1
Hi, How to expose on spawn and instance editable a variable in C++ ?
Currently I am trying this: but not sure if this is the right way.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Position", ExposeOnSpawn = "true", OverrideNativeName = "bOnHand"))
bool bOnHand;
" ExposeOnSpawn="true"
" is meta data for a property which means it must be wrapped in the meta specifier:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Position", meta = (ExposeOnSpawn = "true", OverrideNativeName = "bOnHand"))
bool bOnHand;
Probably same for OverrideNativeName . I can’t find OverrideNativeName in the documentation but it is in the engine source code as far as I can see.
Metadata Specifiers
6 Likes
Alexa.Ki
(Alendromeda.ki)
3
Thank You Sir very much for explaining with details , it was very nice to read and learn 