Following from that, to “get” the variable in the blueprint graph with your current setup you would search for Alive, not IsAlive.
Though, if you used the coding standard, the variable would be named bIsAlive and the function name would be GetIsAlive.
Good to know! Also thanks for the hint to the naming convention. I just compiled the following, ignoring the naming conventions deliberately to test if Unreal derives any logic from it, which not seems to be the case:
public:
UFUNCTION(BlueprintGetter)
int GiveMeFoo() const { return Foo + 1; }
private:
UPROPERTY(BlueprintGetter=GiveMeFoo)
int Foo = 42;
No matter how I name the getter, the variable is accessed via Get Foo as you pointed out with “overrides”.
Thanks a lot!