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 UE editor (any project)
2. Create a custom C++ Actor derived class (ie: MyActor)
3. In MyActor.h add a UPROPERTY with the MakeEditWidget specifier.
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (MakeEditWidget=true))
FVector VectorVar;
4. Compile
5. In the editor, make a blueprint class derived from MyActor (ie: BP_MyActor)
6. Add BP_MyActor to the level (note the translation gizmo for the UPROPERTY.
7. Open the blueprint editor for BP_MyActor
Result: Translation gizmo for the property 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
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-235184 in the post.
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Component | UE - Gameplay - Blueprint Editor |
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Affects Versions | 5.4, 5.5 |
Created | Dec 19, 2024 |
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Updated | Jan 9, 2025 |