refactor: Mark classes as Blueprintable for enhanced usability in Blueprints

This commit is contained in:
Lefteris Notas
2026-05-21 14:03:13 +03:00
parent d982a6367d
commit a145ae9373
8 changed files with 8 additions and 8 deletions

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@@ -68,7 +68,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnFrameworkInitFailed, const FStrin
* In C++, this replaces the Blueprint "Get Game Instance → Cast → Get Subsystem" * In C++, this replaces the Blueprint "Get Game Instance → Cast → Get Subsystem"
* pattern with clean template access via GetService<T>(). * pattern with clean template access via GetService<T>().
*/ */
UCLASS() UCLASS(Blueprintable)
class FRAMEWORK_API UGI_GameFramework : public UGameInstance class FRAMEWORK_API UGI_GameFramework : public UGameInstance
{ {
GENERATED_BODY() GENERATED_BODY()

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@@ -32,7 +32,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnGameOverTriggered, FGameplayTag,
* inherited from AGameModeBase — do not redeclare (UHT forbids shadowing). * inherited from AGameModeBase — do not redeclare (UHT forbids shadowing).
* Set them in your BP child's Class Defaults. * Set them in your BP child's Class Defaults.
*/ */
UCLASS() UCLASS(Blueprintable)
class FRAMEWORK_API AGM_CoreGameMode : public AGameModeBase class FRAMEWORK_API AGM_CoreGameMode : public AGameModeBase
{ {
GENERATED_BODY() GENERATED_BODY()

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@@ -29,7 +29,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPlayTimeUpdated, float, ElapsedSe
* OnRep_ handlers that mirror broadcast dispatchers for both network * OnRep_ handlers that mirror broadcast dispatchers for both network
* clients and local single-player. * clients and local single-player.
*/ */
UCLASS() UCLASS(Blueprintable)
class FRAMEWORK_API AGS_CoreGameState : public AGameStateBase class FRAMEWORK_API AGS_CoreGameState : public AGameStateBase
{ {
GENERATED_BODY() GENERATED_BODY()

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@@ -63,7 +63,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnWeightChanged, float, CurrentWei
* C++ TArray operations (FindByPredicate, Sort, Filter) are natively compiled — * C++ TArray operations (FindByPredicate, Sort, Filter) are natively compiled —
* no BP interpretive array node overhead. * no BP interpretive array node overhead.
*/ */
UCLASS(ClassGroup = (Framework), meta = (BlueprintSpawnableComponent)) UCLASS(Blueprintable, ClassGroup = (Framework), meta = (BlueprintSpawnableComponent))
class FRAMEWORK_API UBPC_InventorySystem : public UActorComponent class FRAMEWORK_API UBPC_InventorySystem : public UActorComponent
{ {
GENERATED_BODY() GENERATED_BODY()

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@@ -65,7 +65,7 @@ enum class EHeartRateTier : uint8
* directly. Gating rules are defined in DA_StateGatingTable (37 rules). * directly. Gating rules are defined in DA_StateGatingTable (37 rules).
* In C++, the Chooser Table iteration is native-speed — no BP interpretive overhead. * In C++, the Chooser Table iteration is native-speed — no BP interpretive overhead.
*/ */
UCLASS(ClassGroup = (Framework), meta = (BlueprintSpawnableComponent)) UCLASS(Blueprintable, ClassGroup = (Framework), meta = (BlueprintSpawnableComponent))
class FRAMEWORK_API UBPC_StateManager : public UActorComponent class FRAMEWORK_API UBPC_StateManager : public UActorComponent
{ {
GENERATED_BODY() GENERATED_BODY()

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@@ -4,7 +4,7 @@
#include "GameFramework/PlayerController.h" #include "GameFramework/PlayerController.h"
#include "PC_CoreController.generated.h" #include "PC_CoreController.generated.h"
UCLASS() UCLASS(Blueprintable)
class FRAMEWORK_API APC_CoreController : public APlayerController class FRAMEWORK_API APC_CoreController : public APlayerController
{ {
GENERATED_BODY() GENERATED_BODY()

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@@ -4,7 +4,7 @@
#include "GameFramework/PlayerState.h" #include "GameFramework/PlayerState.h"
#include "PS_CorePlayerState.generated.h" #include "PS_CorePlayerState.generated.h"
UCLASS() UCLASS(Blueprintable)
class FRAMEWORK_API APS_CorePlayerState : public APlayerState class FRAMEWORK_API APS_CorePlayerState : public APlayerState
{ {
GENERATED_BODY() GENERATED_BODY()

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@@ -56,7 +56,7 @@ struct FRAMEWORK_API FDamageModifier
* triggers hit reactions (stagger, knockdown), and routes final damage to the * triggers hit reactions (stagger, knockdown), and routes final damage to the
* health system. In C++, the damage pipeline is native-speed vectorized math. * health system. In C++, the damage pipeline is native-speed vectorized math.
*/ */
UCLASS(ClassGroup = (Framework), meta = (BlueprintSpawnableComponent)) UCLASS(Blueprintable, ClassGroup = (Framework), meta = (BlueprintSpawnableComponent))
class FRAMEWORK_API UBPC_DamageReceptionSystem : public UActorComponent class FRAMEWORK_API UBPC_DamageReceptionSystem : public UActorComponent
{ {
GENERATED_BODY() GENERATED_BODY()