Having trouble consistently exposing values to Get Class Defaults node

I’m trying to use the Get Class Defaults node as part of my inventory system: by running it on an actor blueprint of an item, I can access that item’s values without actually spawning it in the world. As a test, I created four values I want to be able to see in blueprint:


	UPROPERTY(EditAnywhere,BlueprintReadOnly)
	ULexicon* myLexicon;
	
	UPROPERTY(EditAnywhere, BlueprintReadOnly)
	EItemFunction itemType;

	UPROPERTY(EditAnywhere, BlueprintReadOnly)
	UTexture2D* HUDicon;
	
	UPROPERTY(EditAnywhere, BlueprintReadOnly)
	UStaticMesh* itemMesh;

Having done that, I added a Get Class Defaults node to my blueprint, and pointed it toward an actor blueprint of the ItemBase class that has the above values:

As you can see in the options, for some reason itemType is the only one of those four identically macro-ed variables that blueprint can actually see and edit. Is there something special I have to do to make the others visible?

Don’t take my word for it, but this is likely a bug as this is a new feature/node that you are using, I’d make a post on Answerhub, there are a lot of bugs related to pins and other things.

Hmmkay, will do… further experimentation seems to indicate that it’s specifically ActorComponent-derived classes that don’t show up. I just got a trash float and int to show up, but nothing prefaced with U seems to like appearing.

Hi there,

This limitation is currently by design, I followed up on the reasons for this in more detail here:
=> New 4.9 Get Class Defaults node doesn't have all the variables - Programming & Scripting - Epic Developer Community Forums

Hope this helps!