I store what happens when someone uses a given item with the following array, where UMorpheme is the base class for any item effect:
UPROPERTY(EditAnywhere, BlueprintReadWrite) TArray<TSubclassOf<UMorpheme>> itemEffects;
This lets me assign the classes I want but I can’t actually edit their values, all I’m left with once I assign a UMorpheme child is the dropdown:
Is there any way I can change this, and expose the values of each UMorpheme after it’s assigned to itemEffects? Without that the elegance of the whole system falls apart, because it’s no longer possible to do stuff like generate dozens of different food and drink items by giving Consumables different values for each piece of food.