I have a UPROPERTY() Actor pointer in my UUserWidget / Main Menu that looks like this.
UPROPERTY(EditAnywhere, Category = “RobotStuff”)
ARobotActor* Robo;
It seems to do what I wanted, when I open up my mainmenu widget blueprint I see this in the details:
Which is what I’d expect to see. The Problem is when a click the drop down to select the actor I want. It wont select it, it just highlights the MainMenu widget and says I need to compile. I’ve recompiled quite a few times and compiled the widget but I don’t seem to be making progress.
My goal is to add my ARobotActor to the menu and use the menu to change settings for that particular RobotActor.