I have a class that computes a procedural mesh based on some parameter like, say, height. The actual mesh generation is handled by a private function called ComputeMesh
. I would like to have height
as a private class variable, and only allow setting it through some public setter that will also call ComputeMesh
with the new value. Is this possible with Blueprints?
The solution I am currently using is enabling “Expose on Spawn” on height
; however this requires making the variable “Editable” aka public, which is not what I want because I lose the benefits of controlling access through the setter.
I am looking for the “blueprint way” here, for instance I like the way that “expose on spawn” puts the variable as an input directly in the “SpawnActor” node. Thanks for your thoughts!