Getting `CallInEditor` `UFUNCTION`s to appear in details panel

Hi everyone. I’m trying to get a button to appear for each Instanced and NewInlineEdit UObject instance I have, in an Instanced TArray but the button doesn’t seem to appear in the details panel. If I convert it to an asset, I can see the button but it doesn’t work with normal object pointers and arrays. Is there a way to get this to work without customizing the engine UI manually for adding a button to the engine?

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Hi! Did you figure it out, how to overcome this restriction?