using UnrealSharp.Attributes;
using UnrealSharp.Engine;
namespace ManagedTestCSharp;
[UClass]
public class AMyTestClass : AActor
{
[UProperty(PropertyFlags.BlueprintReadOnly)]
public int MyInt { get; set; }
protected override void BeginPlay()
{
PrintString("Hello from C#!");
base.BeginPlay();
}
[UFunction(FunctionFlags.BlueprintCallable)]
public void MyFunction(bool myBool, int MyInt)
{
PrintString("Hello from MyFunction!");
}
}
Now go back to Unreal Engine and it should compile your code and your class should be able to be found in the editor.