Here is my question is possible to set c++ Metadata specifiers (This is what am talking about - A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums).
So I create a variable in my blueprint we’ll call it int A. I don’t want anyone to edit int A. I still wanna to use it in other blueprints and I also want that blueprints children to inherited it. In c++ I would simply do this.
UPROPERTY(BlueprintReadOnly, Category = "Example") int32 A;
Is there a similar way I can do this in blueprints?