UProperty of AStaticMeshActor type resets to "None" after picking in Editor

Hello.

I have an C++ class “Manager” that derivatives from AActor.
Inside of it, I have a property of type AStaticMeshActor:

UCLASS(Blueprintable)
class MYGAME_API AManager : public AActor
{
...

UPROPERTY(BlueprintReadOnly, EditAnywhere)
		AStaticMeshActor* actor;

When I run the Editor and place my “Manager” in scene, I can see it having the “actor” member. I can see the drop-down there listing all my StaticMeshActors in scene, but once I click on any of them, the fields get’s back to “None” instead of selected actor.

■■■

The mesh actors that appear in list are just plain normal actors spawned in scene but drag-and-drop meshes from content browser (so the AStaticMeshActor is created and placed in same scene as the Manager is).

Note: When I change property type from AStaticMeshActor to AActor, I have list of my my static meshes + some other actors and if I pick another actor (some custom Blueprints inherited from Actor), they actually fill the field and it’s no longer “None”. When I switch to static mesh actor, it’s get “None” instead of chosen mesh in scene again.

Are you picking the AStaticMeshActor actor from within an instance of the manager within the level (already physically placed instance) or are you choosing it just from within the blueprint definition in the content browser?

You can choose the actor parameter from within an instance

This may have something to do with it maybe internally calling GetWorld() somewhere and if it’s not placed in the world it may revert to NONE (just a guess)

It’s probably not the case, but I had a similar issue some time ago. Turned out I was trying to pick actors that were in different streaming levels. They appear on the list, but the value it’s set to None as soon as you pick it.

That was the case, actually. Thank you