So if I put this in the header of an actor:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Linked Static Mesh", meta = (AllowPrivateAccess = "true")) class UStaticMesh* templatePieceMeshOnly;
Then inside the blueprint for the actor I’m able to choose a static mesh. That all works but when I attempt to use it in C++ I get an error “Pointer to incomplete class type not allowed”. Is there another step I’m missing?