As the title states, what is the concept of creating a Property System that allows a class to be automatically read in by an editor with only a few additions to the class?
I've done something similar to the Cry Engine, which reads in tables from Lua both offline and online. But I would like to extend this ability to the C++ classes as well, as some objects of the game engine needs to exist outside of the code for efficiency's sake.
An example would be the Unreal Engine which uses a set of defines/
UCLASS()
Class SomeClass
{
GENERATED_BODY()
public:
UPROPERTY()
int Something
}
I tried looking into their code, but a good chunk of the define stuff is an utter mess to read.