I've has success exposing int32s and FStrings to the details panel of a blueprint, but can't seem to do it with a uint32. Here is the code I use:
Does the engine not support editing unsigned ints in the details panel?
Code:
// This works. UPROPERTY(EditAnywhere, Category = CharacterInfo) FString RandomString; // So does this. UPROPERTY(EditAnywhere, Category = CharacterInfo) int32 RandomNum; // But this is uneditable in the editor. UPROPERTY(EditAnywhere, Category = CharacterInfo) uint32 RandomNum;
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