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How do you expose C++ properties to the Rocket Editor?

**I see that this question briefly touches on that**, but doesn't really give an answer or example as to how he is doing this.

I'm able to make changes to my camera using C++ now, but obviously it is a bit of a pain to write it in Visual Studio, build, then test. From what I understand, I could create a blueprint extending from my camera class and make changes in the editor that way, but how do I determine which properties are exposed?

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asked Mar 11 '14 at 02:05 AM in C++ Programming

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ue4-archive ♦♦ STAFF
49.9k 3666 1995 9121

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:05 AM +

i believe the UPROPERTY(...) part is what exposes it to the editor, though i'm not entirely sure.

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Yes, you need to add the UPROPERTY() macro and the Category keyword when declaring the variable in your class's header file (`.h` file) in order for it to show in the editor, i.e:

 UPROPERTY(Category=MyCategory)
 float MyProperty;

Edit: I should read the whole question! You may also need to use one of the Blueprint keywords (BlueprintReadWrite, etc.) depending on your use case. I don't have Rocket in front of me to look up the exact names, but they should all be listed in ObjectBase.h, which I think you can see in the external references in Visual Studio.

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answered Mar 11 '14 at 02:05 AM

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ue4-archive ♦♦ STAFF
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avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:05 AM

Just the answer I was looking for Jeff!

Thank you, I'll implement that now!

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