This chapter focuses on how to create C++ classes and structs that integrate well with the UE4 blueprints editor.
The classes we will be creating in this chapter are graduated versions of the regular C++ classes, and are called UCLASS.
Using UCLASS is a great practice to get into. The UCLASS macro, if configured correctly, can possibly make your UCLASS blueprintable, which can enable your custom C++ objects to be used within Unreal's visual-scripting language blueprints. This can be really useful if you have designers on your team, as they can access and tweak aspects of your project without having to dive into code.
We can have blueprint's visually editable properties (UPROPERTY...