Game Coding – Creating a UPROPERTY

Each UCLASS that you declare can have any number of UPROPERTY declared for it within it. Each UPROPERTY can be a visually editable field, or some Blueprints accessible data member of the UCLASS. There are a number of qualifiers that we can add to each UPROPERTY, which change the way it behaves from within the UE4 Editor, such as EditAnywhere (screens from which the UPROPERTY can be changed), and BlueprintReadWrite (specifying that Blueprints can both read and write the variable at any time in addition to the C++ code being allowed to do so).