Unity's ContextMenu attribute equivalent in Unreal

The attribute basically allows you to call any function from editor.

This is the documentation

I want a easy way to run some functions directly from the editor without entering the PIE so that i can quickly iterate and test some functionality

I think the closest thing is one of two

  1. Call in editor
  1. Editor utility widgets
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The first one is more of what I was looking for. Is there any way I can expose a CPP function to the editor like the first method ?

I want my UActorComponent to have this functionality so that I don’t want to wrap my component in a blueprint or create an event or function in the implementing blueprint everytime

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I don’t use CPP with the engine, but I’m assuming it’s the same as exposing any other node.