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I saw this statement in https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Objects/index.html

alt text

I then created a C++ project from the "block template" project. In my PlayerController header file, I made something like this:

alt text

The following statement does not have access specifiers (private/protected/public).

 UPROPERTY(BlueprintReadWrite, EditAnywhere)
 UTexture2D* mCustomTexture;

But based on the documentation, the GENERATED_BODY() macro should give public access specifiers to all member variables by default. Oddly, when I compile the project in VS, it showed this error:

 BlueprintReadWrite should not be used on private members

I thought that member variable should be public by default because there's the GENERATED_BODY() macro. Is this a bug in UE4?

Could you explain why the macro and the compiler does not sync?

Product Version: UE 4.11
ue4 docs.jpg (45.7 kB)
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asked Jun 09 '16 at 07:20 AM in C++ Programming

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Hey Pelangi-

The previous macro in place of GENERATED_BODY was GENERATED_UCLASS_BODY(). This macro did give public access to variables by default. It appears that the documentation was not updated when the switch to GENERATED_BODY was made. Thank you for pointing this out, I have entered a ticket to update the documentation. As for the code, GENERATED_BODY() has private access by default, so you would need to add public: below it to give your pointers public access.


Doug Wilson

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answered Jun 09 '16 at 01:52 PM

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