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?