“Additionally, something to remember, is ALWAYS use UPROPERTY above UObject member variables or you will have garbage collection issues.”
Wait, there is a difference between:
UPROPERTY(VisibleAnywhere, Category=Spells) float fVar;
and:
UPROPERTY(VisibleAnywhere, Category=Spells)
float fVar;
?
That kind makes a mess of my variable declarations…
Or are you just saying to add a UPROPERTY to just class declarations like ADMagicCharacter and AProjectile?
It would seem rather messy and disorganized to have to tack that onto every float and int…