Check being hit in UpdatePropertyMaps due to unique pointer check

We currently use a custom Editor in UE5 which deals with arrays of structs where we customise what is displayed from the struct depending on other options ticked within the struct. This is all done via the IPropertyTypeCustomization. This was all working well previously, but has now caused us a problems - we believe since UE5.1 (we are in 5.2 now).

The check inside of SDetailsViewBase::UpdatePropertyMaps is being hit because of the unique pointer check. I am presuming this is down to the fact it is an array of structs we are using and something is being re-used between them. I am not sure why this was not a problem before now.

My initial thoughts are to try and switch the struct over to a UObject and try to do what we need using the IDetailCustomization instead, do you have any advise as to whether this would be the right way to go or not?

We did find this old thread [Content removed] but being from 2019 and with this being something that has previously not caused issues for us, we thought we’d check.

Hi Dan,

The UObject route is a more mature code path through the Details Panel’s property node system - so you might have better success that way. You will need to use the EditInline + Instanced flags to get the same ‘inline’ view in the details panel as you do with structs.

Would you be able to share a callstack from the crash you are seeing? Additionally, if you could also share the customization you have written, this may have some clues as to what may be going wrong. Finally, if you have a sample project that reproduces this issue it would be really helpful for debugging.

Logan