It will display UWeapon, UPotion, BP_Item1, BP_Item2 in binding list
UPROPERTY(EditDefaultOnly, meta =(BlueprintBaseOnly))
TSubclassOf<UItemBase> ItemClass;
But this way, it should display BP_Item1, BP_Item2 only.
It prevents designer’s mistake bind c++ base like UWeapon, UPotion, but not blueprint base.
According to epic document, this should work, but it doesn’t.
I thought maybe I was doing something wrong, so I tried several methods, but nothing worked.
It’s not just this issue, many specifiers don’t work.
Well, i tried several ways, but all didn’t work, either. it looks clearly bug.
Currently, many of the specifiers in the documentation don’t work.
Hopefully Epic will check them out and fix them.