I just discovered TWeakObjectPtr in C++ can be exposed as BlueprintReadWrite. If i remembered it correctly, this wasn’t possible in earlier engine versions and you have to create getter functions to retrieve the raw pointer. Some of my concerns:
- Does this magically turn the the underlying weak pointer into a strong one? (Regardless, wrapping around a weak pointer with UPROPERTY feels… wrong)
- Will it reduce overhead in BP since it’s directly referencing the member variable instead of calling a blueprint getter function?