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.
| 0 |
| Component | UE - Gameplay - Components |
|---|---|
| Affects Versions | 4.11 |
| Created | May 9, 2016 |
|---|---|
| Resolved | Aug 18, 2021 |
| Updated | Aug 18, 2021 |