I’m trying to make an editable HUD Component (same code but the texture on it can change) but i
immediately got stuck for this reason:
If i create the Texture component as “TSubobjectPtr”,i can make it visible in the blueprints graph but its value can’t be changed in the editor.
UPROPERTY(VisibleAnywhere,BlueprintReadOnly, Category = "Assets") TSubobjectPtr<UTexture2D> TopLeftCorner;
If i instead create it without the TSubobjectPtr i can make it editable with “EditAnywhere” but i can’t get its value in the blueprint.
UPROPERTY(EditAnywhere, Category = "Assets") UTexture2D TopLeftCorner;
I tried using BlueprintReadWrite or BlueprintAssignable but i can’t use them with TSubobjectPtr it seems.
So,is there a way to allow a code generated property to be both editable in the editor and usable in the blueprint graph?
Thanks in advance.