# Failing to copy/paste a TArray UPROPERTY?

**URL:** <https://forums.unrealengine.com/t/failing-to-copy-paste-a-tarray-uproperty/464727>\
**Category:** C++\
**Tags:** UProperty, tarray, unreal-engine, pointer, CPP, question\
**Created:** [May 6, 2020, 2:00am UTC](https://forums.unrealengine.com/t/failing-to-copy-paste-a-tarray-uproperty/464727 "2020-05-06T02:00:01Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Scylardor4242](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Scylardor4242](https://forums.unrealengine.com/u/Scylardor4242)\
**Post date:** [May 6, 2020, 2:00am UTC](https://forums.unrealengine.com/t/failing-to-copy-paste-a-tarray-uproperty/464727/1 "2020-05-06T02:00:01Z")

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Hi,

I’m having an issue with a TArray property.

I was inspired by the AI Perception Component to create a configuration property for my actors that would be an array of pointers to a UObject base class. In the editor, the user is then able to select a configuration in the dropdown list between all the child classes of this base class. It works great !

But when I try to copy/paste this array to another actor (especially in another level), all the pointers become None. ☹

I wonder if this is an engine bug or if I’m doing something wrong.

My property looks like that :

```
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Category = MetaFSM, meta = (AllowPrivateAccess = "true"))
TArray<UBaseStateDescriptor*> StatesArray;

```

and my base class is declared like that :

```
UCLASS(Blueprintable, DefaultToInstanced, collapsecategories, hidecategories = Object, editinlinenew, abstract)
class XAO_API UBaseStateDescriptor : public UObject

```

technically it makes sense for Unreal not to copy pointer data and so it sets everything back to null. I’d just like it to make a deep copy, but I don’t know if I’m missing a parameter somewhere or anything.

I thought that “Instanced” would be the answer to my problem but it doesn’t fix it.

Any help will be appreciated ! 🙂
