en:toolworks:docs:apparatus:trait

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
en:toolworks:docs:apparatus:trait [2022/04/27 22:25] vladiusen:toolworks:docs:apparatus:trait [2022/06/07 10:53] (current) – Fix structure name. jispar
Line 48: Line 48:
  
 You could omit the [[ue>ProgrammingAndScripting/GameplayArchitecture/Properties|UPROPERTY]] specifications but You could omit the [[ue>ProgrammingAndScripting/GameplayArchitecture/Properties|UPROPERTY]] specifications but
-with the fields exposed like that you can now use ''MyTrait'' both in your C++ code and within BPs.+with the fields exposed like that you can now use ''FMoving'' both in your C++ code and within BPs.
  
 +==== Blueprint Workflow ====
  
 +As basically every Unreal Engine's ''USTRUCT'' is actually a Trait creating one through the Editor is quite simple. Rigth-Click on some empty space inside the Content Browser and choose **Blueprints** → **Structure**.
 +
 +{{ :en:toolworks:docs:apparatus:ue-create-bp-struct.png?nolink |}}
 +
 +This will create a new asset file right inside the designated folder. You should give it an appropriate name after that.
 +
 +{{ :en:toolworks:docs:apparatus:ue-name-bp-struct.png?nolink |}}
 +
 +That's basically it and from now on the created structure can be used right inside your [[en:toolworks:docs:apparatus:filter|Filters]].
  • en/toolworks/docs/apparatus/trait.1651087530.txt.gz
  • Last modified: 2022/04/27 22:25
  • by vladius