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Merge branch 'Dev' of github.com:satisfactorymodding/Documentation into Dev
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modules/ROOT/pages/Development/ModLoader/AccessTransformers.adoc

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@@ -27,6 +27,7 @@ In order to use Access Transformers, create a file in `YourPluginModReference\Co
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; You can use semicolons for comments if you want to leave notes about the purpose of an access transformer
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Friend=(Class="AFGSomeClass", FriendClass="UMyClass")
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Accessor=(Class="AFGSomeClass", Property="mSomeProperty")
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BlueprintType=(Struct="/Script/FactoryGame.SomeStruct")
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BlueprintReadWrite=(Class="/Script/FactoryGame.FGSomeClass", Property="mSomeProperty")
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BlueprintCallable=(Class="/Script/FactoryGame.FGSomeClass", Function="SomeFunction")
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----
@@ -80,6 +81,8 @@ It cannot be added to a non-`UPROPERTY` field.
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It also bypasses the private BPRW conflict check (which is compile time only, it does not affect the editor, or the game),
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so that no changes to the game headers are required.
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This is also used for properties within structs, provided they are a UPROPERTY and the struct is BlueprintType (which can be added with an Access Transformer).
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=== BlueprintCallable
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Adds `BlueprintCallable` to the specified UFUNCTION, allowing you to call that function from blueprints.
@@ -154,7 +157,9 @@ Accessor=(Class="AFGBuildableFactory", Property="mInventoryPotential")
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BlueprintReadWrite=(Class="/Script/FactoryGame.FGSchematicManager", Property="mPurchasedSchematics")
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BlueprintCallable=(Class="/Script/FactoryGame.FGDismantleInterface", Function="Dismantle")
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EditAnywhere=(Class="/Script/FactoryGame.IconData", Property="ID")
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; Note that even though WorldScannableData is a struct, BlueprintReadWrite still uses Class to select it
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BlueprintType=(Struct="/Script/FactoryGame.WorldScannableData")
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BlueprintReadWrite=(Class="/Script/FactoryGame.WorldScannableData", Property="Actor")
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=== Blueprint Asset Property Tracing Example

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