Editing class properties in different places in the editor

When developing with Unreal, it is common for programmers to implement properties on Actors or other objects in C++, and make them visible to the editor for designer use. However, sometimes it makes sense to view a property, or to make it editable, but only on the object's default state. Sometimes the property should only be modifiable at runtime with the default specified in C++. Fortunately, there are some specifiers that can help us restrict when a property is available.

How to do it…

  1. Create a new Actor class in the editor called PropertySpecifierActor.
  2. Add the following property definitions to the class:
    UPROPERTY(EditDefaultsOnly) bool EditDefaultsOnly; UPROPERTY(EditInstanceOnly) bool ...

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