I’m new to unreal and I was wondering how it would be possible to override a C++ UPROPERTY in the blueprint child class.
I have a UPROPERTY which is EditDefaultsOnly, I have some method in my C++ class that use this property. In the blueprint child class, I set those properties in the editor but the values are not reflected to the parent class UPROPERTY. The value is correctly set in the blueprint when I print it tho.
Is this normal behavior in Unreal ? If it is, how can I work around it ?