# Referencing Blueprint Interfaces as UPROPERTY

**URL:** <https://forums.unrealengine.com/t/referencing-blueprint-interfaces-as-uproperty/132297>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [October 17, 2019, 8:10pm UTC](https://forums.unrealengine.com/t/referencing-blueprint-interfaces-as-uproperty/132297 "2019-10-17T20:10:56Z")\
**Posts on this page:** 1\
**Showing post:** 7

<div class="post-metadata">

**Author:** ![cygon](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@cygon](https://forums.unrealengine.com/u/cygon)\
**Post date:** [October 26, 2019, 6:30pm UTC](https://forums.unrealengine.com/t/referencing-blueprint-interfaces-as-uproperty/132297/7 "2019-10-26T18:30:50Z")

</div>

Thank you very much!

~~That totally fixes the pain on the Blueprint side for me~~

Erm, correction, it seems to do nothing.

```auto

/// 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;

```

 ![variations.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/8/7/8763f6ef28d8ce3739e0fdd0e2a2b21969132197.png)

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

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

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

---

_[View the full topic](https://forums.unrealengine.com/t/referencing-blueprint-interfaces-as-uproperty/132297)._
