Adding a struct to the foliage panel results in the struct not being editable for a static mesh instance. The same struct is editable if applied to a PrimitiveComponent.
USTRUCT()
struct FLightingChannelContainer
{
	GENERATED_USTRUCT_BODY()
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = LightingChannels, meta = (DisplayName = "Static"))
	uint32 Channel0 : 1;
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = LightingChannels, meta = (DisplayName = "Dynamic"))
	uint32 Channel1 : 1;
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = LightingChannels, meta = (DisplayName = "Cinematic1"))
	uint32 Channel2 : 1;
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = LightingChannels, meta = (DisplayName = "Cinematic2"))
	uint32 Channel3 : 1;
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = LightingChannels, meta = (DisplayName = "Cinematic3"))
	uint32 Channel4 : 1;
};
UPROPERTY(EditAnywhere, BlueprintReadOnly, AdvancedDisplay, Category = Lighting) FLightingChannelContainer LightingChannels;
RESULTS:
The LightingChannels struct is shown, but cannot be edited.
EXPECTED:
The LightingChannels struct is editable.
Head over to the existing Questions & Answers thread and let us know what's up.
| 0 | 
| Component | UE - World Creation - Worldbuilding Tools - Foliage | 
|---|---|
| Affects Versions | 4.6, 4.6.1, 4.8 | 
| Created | Dec 17, 2014 | 
|---|---|
| Resolved | Jul 8, 2016 | 
| Updated | Jul 14, 2021 |