Here’s my class:
#pragma once
#include "Engine/DataAsset.h"
#include "TestDataAsset.generated.h"
/**
*
*/
UCLASS(BlueprintType)
class TICTACTOE_API UTestDataAsset : public UDataAsset
{
GENERATED_UCLASS_BODY()
public:
UPROPERTY(EditAnywhere, Category = "TestStuff")
int32 SomeInt;
UPROPERTY(EditAnywhere, Category = "TestStuff")
uint32 SomeUnsignedInt;
UPROPERTY(EditAnywhere, Category = "AnotherCateogry")
float SomeFloat;
UPROPERTY(EditAnywhere, Category = "AnotherCategory")
FVector SomeVector;
UPROPERTY(EditAnywhere, Category = "TestStuff")
FColor SomeColor;
};
I can create an asset of this type by right clicking in the Content Browser, selecting “Miscellaneous > Data Asset…”, then selecting “TestDataAsset” from the dropdown.
If I then double click on that asset, it opens the “Generic Asset Editor” but it’s totally blank:
How do I edit these assets? Do I have to make my own editor UI?
I noticed that the data was editable in the Property Matrix view but that interface seems very clunky compared to the Details Pane for editing regular stuff in the scene.