I am creating a debug menu for my game that automatically populates its widget with buttons bound with variables for class specific settings, but I cannot figure out how to get all the variables of a blueprint class.
//UClass* Class;
for (TFieldIterator<FProperty> Prop(Class, EFieldIteratorFlags::ExcludeSuper); Prop; ++Prop)
{
UE_LOG(LogTemp, Log, TEXT("%s"), *Prop->GetName());
}