Hi! Is there any other solution to make an UPROPERTY editable (or make some UI) than making Detail Customizations, and making Slate UI? (Or should the “normally” defined UPROPERTY-s appear?)
Could you please define it more? If you want a property to be editable in editor mode than you just have to make it EditAnywhere.
Hi! I’m trying to make an Editor Mode plugin, and UPROPERTY-s not really seem to do anything… Even after making UPROPERTY EditAnywhere, and I gave a category to it, but all it does is nothing… Here’s how I made the UPROPERTY:
UPROPERTY(EditAnywhere, Category = "qwert")
int asdf;
Not really good with this, but make sure you use a UCLASS and your PROJECT_API tag
Just for good measure try using:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="qwert")
int32 myProperty
It may be you need to define your “int” as an “int32” specifically as well as “BlueprintReadWrite”.
I think EditAnywhere is quite enough for what he wants. He might be having issue with creating blueprint with C++ class. 11agembelag is that what you’re having trouble with?
Hi Everyone! Thanks for your answers, I think I didn’t give you enough info about my problem. I’m trying to make an editor mode plugin, and I can’t really find any documentation on how to make the UI for the plugin itself. I know how to build UI with Slate, but I don’t know that how to bind the UI with my plugin. Should I declare my UPROPERTY(s) in the Toolkit class, or where? Or should I add an UCLASS with PROJ_API, declare the UPROPERTY there? (I think it won’t show up.) Thanks again for all the comments!