Our plugin doesn’t expose anything to Blueprints but you could always write something yourself to expose it. Our current use-case for it was for editor features in C++, rather than as something to use as part of gameplay scripting.
Our plugin doesn’t expose anything to Blueprints but you could always write something yourself to expose it. Our current use-case for it was for editor features in C++, rather than as something to use as part of gameplay scripting.