Building a UActorActionUtility from C++

Thanks for the response. 'tis what I feared, getter returns a const array reference, no setter.
I might try setting it to protected and seeing if the constructor can handle setting the ‘defaults’ the blueprint is able to setup. Looking into the code it seems that the right click menus are set up from the CDO so if I understand correctly, you are right that dyanmic changes to the array would as best be ignored and at world break something.

I’m limited in that I can’t make changes to the engine directly (At least for this task). I’ll move to compiling source for engine and see if that can fairly easily achieve the result when I get a moment to try it out. It seems like a powerful feature, hopefully the property can be set without the need of additional assets in future.