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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