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Original file line number Diff line number Diff line change
Expand Up @@ -27,6 +27,7 @@ In order to use Access Transformers, create a file in `YourPluginModReference\Co
; You can use semicolons for comments if you want to leave notes about the purpose of an access transformer
Friend=(Class="AFGSomeClass", FriendClass="UMyClass")
Accessor=(Class="AFGSomeClass", Property="mSomeProperty")
BlueprintType=(Struct="/Script/FactoryGame.SomeStruct")
BlueprintReadWrite=(Class="/Script/FactoryGame.FGSomeClass", Property="mSomeProperty")
BlueprintCallable=(Class="/Script/FactoryGame.FGSomeClass", Function="SomeFunction")
----
Expand Down Expand Up @@ -80,6 +81,8 @@ It cannot be added to a non-`UPROPERTY` field.
It also bypasses the private BPRW conflict check (which is compile time only, it does not affect the editor, or the game),
so that no changes to the game headers are required.

This is also used for properties within structs, provided they are a UPROPERTY and the struct is BlueprintType (which can be added with an Access Transformer).

=== BlueprintCallable

Adds `BlueprintCallable` to the specified UFUNCTION, allowing you to call that function from blueprints.
Expand Down Expand Up @@ -154,7 +157,9 @@ Accessor=(Class="AFGBuildableFactory", Property="mInventoryPotential")
BlueprintReadWrite=(Class="/Script/FactoryGame.FGSchematicManager", Property="mPurchasedSchematics")
BlueprintCallable=(Class="/Script/FactoryGame.FGDismantleInterface", Function="Dismantle")
EditAnywhere=(Class="/Script/FactoryGame.IconData", Property="ID")
; Note that even though WorldScannableData is a struct, BlueprintReadWrite still uses Class to select it
BlueprintType=(Struct="/Script/FactoryGame.WorldScannableData")
BlueprintReadWrite=(Class="/Script/FactoryGame.WorldScannableData", Property="Actor")
----

=== Blueprint Asset Property Tracing Example
Expand Down