Continued from the previous video, this explores the more advanced features of c++ code variables exposed to blueprint/editor. This covers some meta specifiers, categories, etc. And how to use the ...
Coret is a classic Unreal map, with a lot of cramped spaces. The midfield has some open space, but most of the level is full of narrow corridors. Because of this the usual close range tools like the ...
What's wrong with just putting EditAnywhere on everything? Here I explain the different mark up keywords for configuring UProperty variables for the editor. The reason you don't want to use ...