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@daltondotgd
Last active November 1, 2018 21:43
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UE4 list all properties of a type
for (TFieldIterator<UProperty> prop_It(this->GetClass()); prop_It; ++prop_It)
{
if (UBoolProperty* BoolProperty = Cast<UBoolProperty>(*prop_It))
{
UE_LOG(LogTemp, Log, TEXT("%s: %s"), *BoolProperty->GetName(), BoolProperty->GetPropertyValue(this) ? TEXT("true") : TEXT("false"));
}
}
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