Hi,
I’m trying to create a new Blueprint type that exposes some members and member functions to Blueprints - no problem here - and allow editing of its properties in the details pane.
However, if I add a variable of my type to my Actor blueprint and make it editable, the only thing it shows in the details pane is its name and a field saying “None”.
So how do I set proper default values for custom Blueprint types, or what is it that I need to do for it to show it’s properties in the details pane?
Right now I have a UCLASS(BlueprintType) class UMyBPType : public UObject {…}, with all properties marked UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Something).
I know I could turn it into a Component, and then add it in the Components part of the Blueprint, that way it’ll get properly initialized, but most components don’t show their properties on the Blueprint Actor’s details pane either…