Hiding C++ code from the Unreal Header Tool using the CPP macro.
Using the full capabilities of C++ even in classes or structs exposed to the engine.
Using the full capabilities of C++ even in classes or structs exposed to the engine.
A useful way to programmatically interact with UCLASS & USTRUCT properties.
Useful to retrieve valuable data without having to spawn an instance.
Allowing you to have an actor be both always relevant and spatialized, on a per connection basis.