Referencing Blueprint Interfaces as UPROPERTY

Thank you very much!

That totally fixes the pain on the Blueprint side for me

Erm, correction, it seems to do nothing.



/// Dialog to which input is currently being sent (can be null if no dialog is active)
public: UPROPERTY(EditAnywhere, BlueprintReadWrite, Transient, Category="UI")
TScriptInterface<IButtonControllableDialog> ActiveDialog;

/// Dialog to which input is currently being sent (can be null if no dialog is active)
public: UPROPERTY(
  EditAnywhere, BlueprintReadWrite, Transient, Category="UI",
  meta = (AllowedClasses = "ButtonControllableDialog")
)
UObject *SameWithBCD;

/// Dialog to which input is currently being sent (can be null if no dialog is active)
public: UPROPERTY(
  EditAnywhere, BlueprintReadWrite, Transient, Category="UI",
  meta = (AllowedClasses = "Gooblefoob")
)
UObject *SameWithGooblefoob;

/// Dialog to which input is currently being sent (can be null if no dialog is active)
public: UPROPERTY(
  EditAnywhere, BlueprintReadWrite, Transient, Category="UI",
  meta = (AllowedClasses = "IButtonControllableDialog")
)
UObject *SameWithIBCD;

/// Dialog to which input is currently being sent (can be null if no dialog is active)
public: UPROPERTY(
  EditAnywhere, BlueprintReadWrite, Transient, Category="UI",
  meta = (AllowedClasses = "UButtonControllableDialog")
)
UObject *SameWithUBCD;


According to the docs it should at least affect the asset picker, but that doesn’t seem to happen either.

So unless I’m missing something, I’m still at square one.