Customer provides details, including a fix for the problem. See UDN post attached.
USTRUCT(BlueprintType) struct FCustomStructWithDataAssetReference { GENERATED_USTRUCT_BODY() FCustomStructWithDataAssetReference() : CustomDataAsset(nullptr) {} UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Development") UClass* CustomDataAsset; }; UCLASS(BlueprintType, EditInlineNew) class UInstancedInlineObject : public UObject { public: GENERATED_BODY() public: UInstancedInlineObject(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()) : Super(ObjectInitializer) {} UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Development") TArray<FCustomStructWithDataAssetReference> MyArray; }; UCLASS(ClassGroup = (Development), Blueprintable, BlueprintType, meta = (BlueprintSpawnableComponent)) class UMyCustomComponent : public UActorComponent { public: GENERATED_BODY() public: UMyCustomComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()) : Super(ObjectInitializer), InstancedInlineObject(nullptr) {} UPROPERTY(Instanced, Category = Development, BlueprintReadOnly, EditAnywhere) UInstancedInlineObject* InstancedInlineObject; };
Result: The "CustomDataAsset" class field is not available for edit, like it would be when editing a component in the SCS tree
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-30502 in the post.
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Component | UE - Gameplay - Components |
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Affects Versions | 4.11 |
Created | May 9, 2016 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |