UPROPERTY Serialization is not working without Edit / Visible specifier

So, I have a bunch data for AStar algorithm. This data will be filled in the editor.

UPROPERTY(BlueprintReadWrite, Category = "AStar|Data")
TArray AStarNodes;
void AAStarMapData::GatherMapData(){
	Modify();
	GatherMapData(AStarNodes);
}

This code is working fine, but when I reopen the level, the data is gone! When I add VisibleAnywhere / EditAnywhere / VisibleSomething it will works fine, but the down side is, the editor will slow AF.

So, how to fix this situation without adding Edit/Visible UPROPERTY specifier?

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