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How to add actor properties that appear only in editor?

How to add property to an actor that exists and can be changed only from editor?

So far I tried putting the properties ( UChildActorComponent* ) inside #if WITH_EDITORONLY_DATA

     UPROPERTY(EditAnywhere, Category = QoL)
         TSubclassOf<AEquipmentActor> EquipmentActorClass;

         UChildActorComponent* QoLActor;

and in constructor

     this->QoLActor = CreateDefaultSubobject<UChildActorComponent>(TEXT("Quality of Life Actor"));

it can be seen and changed in editor, if you try to access it from outside #if WITH_EDITORONLY_DATA or #if WITH_EDITOR it fails to compile, everything seems fine

The problem is, the blueprint is serialized and the component is still there when the game is packaged

Product Version: UE 4.12
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asked Nov 15 '16 at 01:02 PM in C++ Programming

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