I’ve has success exposing int32s and FStrings to the details panel of a blueprint, but can’t seem to do it with a uint32. Here is the code I use:
// This works.
UPROPERTY(EditAnywhere, Category = CharacterInfo)
FString RandomString;
// So does this.
UPROPERTY(EditAnywhere, Category = CharacterInfo)
int32 RandomNum;
// But this is uneditable in the editor.
UPROPERTY(EditAnywhere, Category = CharacterInfo)
uint32 RandomNum;
Does the engine not support editing unsigned ints in the details panel?