-
Notifications
You must be signed in to change notification settings - Fork 116
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Update ConnectedPlayer.h #141
Conversation
PlayerId is exposed to the Blueprint due to creating an array struct for the "Update Connected Players" function.
USTRUCT(BlueprintType) | ||
struct FConnectedPlayer | ||
{ | ||
GENERATED_BODY() | ||
public: | ||
UPROPERTY(BlueprintReadOnly) | ||
UPROPERTY(EditAnywhere, BlueprintReadWrite) |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I agree with the change BlueprintReadOnly -> BlueprintReadWrite.
Any reason you are suggesting the EditAnywhere change?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I just wanted to have accessibility both on C++ and Blueprint Graph.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
The EditAnywhere property isnt related to C++ afaik. In C++ you can access FStringId easily since FConnectedPlayer is a struct
Closing this PR since there are conflicts, will re open a new one with the changes that have been suggested. Please feel free to review it! |
PlayerId is exposed to the Blueprint due to creating an array struct for the "Update Connected Players" function.