Hi, I’m trying to create a C+±derived Blueprint class that I can use to control widgets added to the viewport both in C++ and in Blueprints. I’m having trouble referencing the assets in C++.
I’m currently using two methods and none of them are working correctly in the editor:
UPROPERTY(EditAnywhere) UWidget* widgetA; UPROPERTY(EditAnywhere) TSoftObjectPtr<UWidget> widgetB;
They are both showing up in the blueprint editor but as soon as I set an asset to widgetA and compile the blueprint, it becomes unset! UE4 deselects my asset from the drop-down menu. Why?
And the second widget (widgetB) doesn’t even let me select my asset. I get an empty list with the message “No results, check your filter.”