- Create a new Actor class called BlueprintPropertyActor using the editor wizard:
- Add the following UPROPERTY to the class using Visual Studio:
#pragma once#include "CoreMinimal.h"#include "GameFramework/Actor.h"#include "BlueprintPropertyActor.generated.h"UCLASS()class CHAPTER_09_API ABlueprintPropertyActor : public AActor{ GENERATED_BODY() public: // Sets default values for this actor's properties ABlueprintPropertyActor();protected: // Called when the game starts or when spawned virtual void BeginPlay() override;public: // Called every frame virtual void Tick(float DeltaTime) override; UPROPERTY(BlueprintReadWrite, Category ...