Unreal Reflection for TArray<UObject*>

Hey guys :slight_smile: the following code brings me some headache:

I am trying to initialise and construct objects automatically from a database

if (FArrayProperty* arrayProp = CastField<FArrayProperty>(prop); arrayProp) {
				void* arrayAddr = arrayProp->ContainerPtrToValuePtr<void>(OutInstance);
				FScriptArrayHelper arrayHelper(arrayProp, arrayAddr);
				arrayHelper.AddValue();

				if (FObjectProperty* innerObject = CastField<FObjectProperty>(arrayProp->Inner); innerObject) {
 					void* rawAddr = arrayHelper.GetRawPtr(0);
					UObject* Object = innerObject->GetObjectPropertyValue(rawAddr);
				}

at the end the uobject pointer is always null and I am not sure why it is happening. For simple datatypes and normal objects everything works fine, it seems the problem has something to do with the TArray for my custom object pointers…

any help would be highly appreciated :slight_smile: - thx in advance