I am having a bear of a time with something. I’m trying to declare a texture2d to use as an icon in a basic data asset c++ class for a plugin. Apparently UE doesn’t like this, and won’t build the plugin. I’m at a loss on why or how to fix it.
** GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = General)
FText Name;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = General)
FText Description;**
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = General)
TAssetPtr<UTexture2D> Icon;
That last line works just fine outside of a plugin.