A way to log newly exposed things?

watching tutorials teachers will often do something to cause something to become exposed that was not previously available in BP or in C++. Is there a way to log this, so one knows when something has become exposed (like a function)?

?? It is a check box. You can click on any variable and see whether it is “exposed on spawn” or not. Or if it is “instance editable” which is a requirement for “expose on spawn”.

As far as i no, as there really no needs for it, most features that use reflection system for anything, checks exposure on demand when it’s needed, for example when you click actor, property editor scans thru all UProperty entries of actor class and check there exposure flags to formulate the property editor UI. Note that use of UPROPERTY() alone is act of exposure, as doing that anything that runs on engine can check property existence and get or set value (displayall or set console command for example).

If you worried about safety, not that for hackers it does not matter if something is exposed or not, as they can manipulate memory regardless of that. The exposure is primerly for organization and tracking information about properties and functions for different engine features. “Expose to blueprint” only means that function or property has a flag telling blueprint and property editors to use them.

yeah that’s good that engine knows about it, so how would I go about logging that info to ‘output’ or some scratch console so I know about it?

I am referring to the lists in BP and C++ not ‘viewport’.