Here’s a quick example:
USTRUCT()
struct FMyData
{
GENERATED_BODY()
UPROPERTY(EditAnywhere)
bool bActive = true;
};
UCLASS()
class MY_API AMyActor: public AActor
{
GENERATED_BODY()
protected:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Cat)
TArray<FMyData> MyDataArray;
};
If I now add a struct instance to the array in the editor(in a BP class derived from AMyActor) the little yellow arrow for standard vales always resets the value to false(regardless of the actual value set in C++) and never disappears, even after clicking on it or changing the value manually.