I’m quite curious as to why some variables/functions would just not appear in blueprint regardless of it being tagged properly in C++
this is a code taken from Github’s source. AGameState.h
/** What match state we are currently in */
UPROPERTY(ReplicatedUsing=OnRep_MatchState, BlueprintReadOnly, VisibleInstanceOnly, Category = GameState)
FName MatchState;
it clearly stated it’s BlueprintReadOnly. But doesn’t seems to be appearing at all in the blueprint editor.