In part II we will look in more detail at the Macros that Epic Games created to enable the integration between the C++ language and Unreal Engine editor.
The Unreal Property System uses a programming concept called Reflection to obtain information about the code at runtime. The C++ language does not support Reflection natively, so Unreal Engine has several C++ Macros that are used to indicate when any element should be visible to the Reflection system.
Unreal Engine has its own implementation for several Types of Data Structures that will also be presented in part II.