UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats") float Hp; UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Stats") float Stamina;
UFUNCTION(BlueprintCallable, meta = (AllowPrivateAccess = "true")) int Plus(int a, int b); UFUNCTION(BlueprintPure, meta = (AllowPrivateAccess = "true")) int Minus(int a, int b);
언리얼 프로퍼티 시스템 (리플렉션)
https://www.unrealengine.com/ko/blog/unreal-property-system-reflection?lang=ko
언리얼 엔진 문서 - 언리얼 오브젝트 처리
https://docs.unrealengine.com/4.27/ko/ProgrammingAndScripting/ProgrammingWithCPP/UnrealArchitecture/Objects/Optimizations/
언리얼 엔진 문서 - 프로퍼티
https://docs.unrealengine.com/4.27/ko/ProgrammingAndScripting/GameplayArchitecture/Properties/
언리얼 엔진 문서 - 프로퍼티 지정자
https://docs.unrealengine.com/4.27/ko/ProgrammingAndScripting/GameplayArchitecture/Properties/Specifiers/
언리얼 엔진 문서 - 함수
https://docs.unrealengine.com/4.27/ko/ProgrammingAndScripting/GameplayArchitecture/Functions/
언리얼 엔진 문서 - 함수 지정자
https://docs.unrealengine.com/4.27/ko/ProgrammingAndScripting/GameplayArchitecture/Functions/Specifiers/