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See also
- To add additional programmable UPROPERTY to the blueprints diagrams, see the Creating a user-editable UPROPERTY recipe
- For details on referring to instances of your UCLASS using appropriate smart pointers, refer to Chapter 3, Memory Management, Smart Pointers, and Debugging
- For more information on UCLASS, UPROPERTY, and all of the other similar macros and how they are used by UE4, check out https://www.unrealengine.com/en-US/blog/unreal-property-system-reflection