In this chapter, we will cover following recipes:
Using a class or
struct
as a blueprint variableCreating 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
Creating custom context menu entries for Assets
Creating new console commands
Creating a new graph pin visualizer for Blueprint
Inspecting types with custom Details panels