Hello Team,
Can somebody explain to me, why you cannot edit intXX and uintXXX, expect uint8 and int32 within the blueprint system?
As written in [Properties | Unreal Engine Documentation][1], these are core data types and for my liking should be editable within the blueprint system when using the UPROPERTY statement. Otherwise it is quite unintuitive to state these types within the documentation of UPROPRTY.
Btw. is there somewhere a complete list of supported data and class types for the UPROPERTY system?
For an example, please see code example below.
Best Regards,
Julian
Example:
#pragma once
#include "GameFramework/Actor.h"
#include "MyTestActor.generated.h"
/**
*
*/
UCLASS()
class WELTENWANDERERSAGA_API AMyTestActor : public AActor
{
GENERATED_UCLASS_BODY()
/** UINT8 test */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Int Test")
uint8 mUInt8;
/** UINT16 test */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Int Test")
uint16 mUInt16;
/** UINT32 test */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Int Test")
uint32 mUInt32;
/** UINT64 test */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Int Test")
uint64 mUInt64;
/** INT8 test */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Int Test")
int8 mInt8;
/** INT16 test */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Int Test")
int16 mInt16;
/** INT32 test */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Int Test")
int32 mInt32;
/** INT64 test */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Int Test")
int64 mInt64;
};
#include "WeltenwandererSaga.h"
#include "MyTestActor.h"
AMyTestActor::AMyTestActor(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
mUInt8 = 8;
mUInt16 = 16;
mUInt32 = 32;
mUInt64 = 64;
mInt8 = -8;
mInt16 = -16;
mInt32 = -32;
mInt64 = -64;
}