Chapter 8. Integrating C++ and the Unreal Editor
In this chapter, we will cover following recipes:
- Using a class or
struct
as a blueprint variable - Creating classes or structs that can be subclassed in Blueprint
- Creating functions that can be called in Blueprint
- Creating events that can be implemented in Blueprint
- Exposing multi-cast delegates to Blueprint
- Creating C++ enums that can be used in Blueprint
- Editing class properties in different places in the editor
- Making properties accessible in the Blueprint editor graph
- Responding to property – changed events from the editor
- Implementing a native code Construction Script
- Creating a new editor module
- Creating new toolbar buttons
- Creating new menu entries
- Creating a new editor window
- Creating a new Asset type
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