Duplicate of UE-13384
Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up in the blueprint editor viewport.
1. Open UE4Editor (Any project)
2. Add Code to project based on Actor (MyActor)
3. In MyActor.h add the following:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Test, Meta = (MakeEditWidget = true))
FVector TestVector;
4. Compile
5. In the editor, make a blueprint based on MyActor (MyActorBP)
6. Add MyActorBP to the level (note the translation gizmo for TestActor)
7. Open the blueprint editor for MyActorBP
Result:
Translation gizmo for TestActor is not available. It can only be edited by setting exact values in details panel.
Expected:
Edit Gizmo is available to edit anywhere the variable is editable.
Head over to the existing Questions & Answers thread and let us know what's up.
40 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.8.2, 4.9 |
Created | Jul 27, 2015 |
---|---|
Resolved | Sep 14, 2015 |
Updated | Jul 14, 2021 |