Exposing a uint32 to the Details panel of a Blueprint.

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?

maybe you find this helpful :wink:

Exactly what I needed to know. Thanks for the help .