I’m new to UE4 and have a class that has multiple members that are all floats, and have the exact same UPROPERTY. I was wondering if it would be possible to have them declared all under the same UPROPERTY in order to make it look nicer, and if so, would that be a bad practice? If its not possible, or a bad practice, why would it be?
You should probably think more about the person(designer?) using your properties than how it looks in the code. Consider that you should always put a comment on each property that clearly describes it, what will a common comment for the three variables be? (// CameraHeight something…). If it actually is a bundled property you should probably put it in Struct.
So if i have a multitude of variables purely for a camera (RTS for context), should I make several structs? One for each category? (height, radius, speeds, etc)?
Also, side question that is a little off-topic. I want to be able to edit the default values of the camera in blueprint, but also have a function in code to reset the variables to their defaults, this way the player can instantly fix their camera if they need to. Is there a way to get their default values or do I just make a separate variable? (One default, one that changes)?
If you don’t need to handle the categories in some specific way, replication/events/etc, you can try and start with one big struct that is your “camera info”. You can get default values from the CDO but I would recomend you to add separate default values that you just copy in a reset function.