# \#UProperty

**URL:** https://forums.unrealengine.com/tag/uproperty/1326.md

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## [Advanced Logging System - Plugin](https://forums.unrealengine.com/t/advanced-logging-system-plugin/2513455)

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**Author:** [@RTerofer](https://forums.unrealengine.com/u/RTerofer)\
**Replies:** 5\
**Last updated:** [August 13, 2026, 5:14pm UTC](https://forums.unrealengine.com/t/advanced-logging-system-plugin/2513455 "2026-08-13T17:14:37Z")

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Advanced Logging System Hello Unreal Engine Community. I am excited to finally launch this plugin. If you have any queries related to this plugin, please ask them here. The Advanced Logging System is a complete debuggin…

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## [Is there an event post details properties init in Editor?](https://forums.unrealengine.com/t/is-there-an-event-post-details-properties-init-in-editor/2683164)

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**Author:** [@Kotaru\_1](https://forums.unrealengine.com/u/Kotaru_1)\
**Replies:** 3\
**Last updated:** [December 15, 2025, 8:22am UTC](https://forums.unrealengine.com/t/is-there-an-event-post-details-properties-init-in-editor/2683164 "2025-12-15T08:22:39Z")

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I’m trying to execute some code in editor after a blueprint is compiled. I would use constructor, but I need the details panel values for my UProperties. I was hoping PostInitProperties would allow me to achieve this, b…

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## [How to get an interface pointer variable to work w/UPROPERTY()](https://forums.unrealengine.com/t/how-to-get-an-interface-pointer-variable-to-work-w-uproperty/383017)

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**Author:** [@YawLighthouse](https://forums.unrealengine.com/u/YawLighthouse)\
**Replies:** 17\
**Last updated:** [November 4, 2025, 3:54am UTC](https://forums.unrealengine.com/t/how-to-get-an-interface-pointer-variable-to-work-w-uproperty/383017 "2025-11-04T03:54:32Z")

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Hello, I am attempting to have an interface pointer variable that is declared in the header be VisibleAnywhere, BlueprintReadOnly in the UPROPERTY() but when I compile it gives me an error: UPROPERTY pointers cannot be …

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## [UPROPERTY Transient vs SkipSerialization specifiers](https://forums.unrealengine.com/t/uproperty-transient-vs-skipserialization-specifiers/2590956)

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**Author:** [@Moliata](https://forums.unrealengine.com/u/Moliata)\
**Replies:** 0\
**Last updated:** [July 4, 2025, 10:43pm UTC](https://forums.unrealengine.com/t/uproperty-transient-vs-skipserialization-specifiers/2590956 "2025-07-04T22:43:38Z")

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Hello, I wanted to ask if anyone knows what is the difference between Transient and SkipSerialization property specifiers. Found too many places referencing these two specifiers in the engine code, so figured it would b…

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## [How to access Child Actor Blueprint's EditInstanceOnly Property?](https://forums.unrealengine.com/t/how-to-access-child-actor-blueprints-editinstanceonly-property/2589436)

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**Author:** [@kennethmurphy](https://forums.unrealengine.com/u/kennethmurphy)\
**Replies:** 2\
**Last updated:** [July 4, 2025, 1:35am UTC](https://forums.unrealengine.com/t/how-to-access-child-actor-blueprints-editinstanceonly-property/2589436 "2025-07-04T01:35:22Z")

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Hi, I have a property in a blueprint that I set to EditInstanceOnly because every instance of this actor within the level should have its own version of the property. This works if I place the actor directly inside the l…

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## [Waitmutex exited with code 6 (MSB3037)](https://forums.unrealengine.com/t/waitmutex-exited-with-code-6-msb3037/477119)

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**Author:** [@Roboboy258](https://forums.unrealengine.com/u/Roboboy258)\
**Replies:** 29\
**Last updated:** [June 21, 2025, 10:46am UTC](https://forums.unrealengine.com/t/waitmutex-exited-with-code-6-msb3037/477119 "2025-06-21T10:46:52Z")

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So I was scripting, following a series when I ran into this problem. I know this error can be caused by UPROPERTY, but I have no idea what triggers this conflict. Here is my UPROPERTY code: (this is a header file) Se…

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## [C++ UPROPERTY actor component variable being set to null](https://forums.unrealengine.com/t/c-uproperty-actor-component-variable-being-set-to-null/413170)

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**Author:** [@Acds](https://forums.unrealengine.com/u/Acds)\
**Replies:** 14\
**Last updated:** [April 16, 2025, 1:58am UTC](https://forums.unrealengine.com/t/c-uproperty-actor-component-variable-being-set-to-null/413170 "2025-04-16T01:58:54Z")

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I posted another question here https://answers.unrealengine.com/questions/737973/reference-being-added-to-defaults-container.html which is likely related and sharing the same root cause. In short, I have a custom UActor…

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## [Expose C++ UProperty to sequencer?](https://forums.unrealengine.com/t/expose-c-uproperty-to-sequencer/429508)

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**Author:** [@skweetis](https://forums.unrealengine.com/u/skweetis)\
**Replies:** 5\
**Last updated:** [February 4, 2025, 10:42pm UTC](https://forums.unrealengine.com/t/expose-c-uproperty-to-sequencer/429508 "2025-02-04T22:42:35Z")

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I can’t find any information on how to expose a Blueprint UProperty defined in C++ to a sequence so that you can add a track for it. I assume there is a metadata property, parallel to ExposeOnSpawn, that would implement …

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## [How to filter out specific asset under certain folder?](https://forums.unrealengine.com/t/how-to-filter-out-specific-asset-under-certain-folder/465449)

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**Author:** [@ZORRO.JB](https://forums.unrealengine.com/u/ZORRO.JB)\
**Replies:** 1\
**Last updated:** [December 27, 2024, 11:54am UTC](https://forums.unrealengine.com/t/how-to-filter-out-specific-asset-under-certain-folder/465449 "2024-12-27T11:54:29Z")

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I setup a var “BaseAnimation”. But in the pic, when in editor you will find all the AnimSequences will be filter out in the dropdown. What I want is, is it possible that add something in the UPROPERTY that setup a file…

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## [\[UE5.4\] \[PropertyEditor\] How to get property handle from IDetailLayoutBuilder?](https://forums.unrealengine.com/t/ue5-4-propertyeditor-how-to-get-property-handle-from-idetaillayoutbuilder/2176997)

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**Author:** [@Jeangby](https://forums.unrealengine.com/u/Jeangby)\
**Replies:** 1\
**Last updated:** [December 7, 2024, 7:43am UTC](https://forums.unrealengine.com/t/ue5-4-propertyeditor-how-to-get-property-handle-from-idetaillayoutbuilder/2176997 "2024-12-07T07:43:12Z")

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I am trying to customize the detail view of the UObject with IDetailCustomization. Here is the code UCLASS() class DETAILVIEW\_TEST\_API UMyDataAsset : public UDataAsset { GENERATED\_BODY() public: UPROPERTY() int Num1…

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## [Set Static Mesh by UProperty Ref via Constructor (C++)](https://forums.unrealengine.com/t/set-static-mesh-by-uproperty-ref-via-constructor-c/2079530)

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**Author:** [@LowResDev](https://forums.unrealengine.com/u/LowResDev)\
**Replies:** 2\
**Last updated:** [October 22, 2024, 9:27pm UTC](https://forums.unrealengine.com/t/set-static-mesh-by-uproperty-ref-via-constructor-c/2079530 "2024-10-22T21:27:00Z")

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I would like to set the Static Mesh of a Static Mesh Component by referencing a UStaticMesh property via the constructor in C++. It works via BeginPlay, Tick, and the constructor via Blueprints, but not the constructo…

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## [How to create a filter button for custom property catgories in Details Panel? ](https://forums.unrealengine.com/t/how-to-create-a-filter-button-for-custom-property-catgories-in-details-panel/622326)

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**Author:** [@MAGKilller](https://forums.unrealengine.com/u/MAGKilller)\
**Replies:** 4\
**Last updated:** [September 17, 2024, 4:10pm UTC](https://forums.unrealengine.com/t/how-to-create-a-filter-button-for-custom-property-catgories-in-details-panel/622326 "2024-09-17T16:10:43Z")

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Hi, I want to add a button in Details Panel to quickly filter some of my custom categories. Is it possible in UE5? Desired button location is shown bellow: I need a button labeled “Controller” to filter only Contro…

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## [Set  values using Property System (Reflection)](https://forums.unrealengine.com/t/set-values-using-property-system-reflection/489537)

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**Author:** [@Bionic\_Ape](https://forums.unrealengine.com/u/Bionic_Ape)\
**Replies:** 2\
**Last updated:** [August 15, 2024, 8:21am UTC](https://forums.unrealengine.com/t/set-values-using-property-system-reflection/489537 "2024-08-15T08:21:01Z")

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Hi, It’s about the same problem of another question that I asked but I’m going to try to frame it differently: I have strings with values that can be floats, int32s, object references, FStrings or FNames. I know how to…

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## [Slate Property Widget for UProperty\*](https://forums.unrealengine.com/t/slate-property-widget-for-uproperty/396792)

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**Author:** [@anonymous\_user\_3b1b1873](https://forums.unrealengine.com/u/anonymous_user_3b1b1873)\
**Replies:** 2\
**Last updated:** [April 30, 2024, 3:20am UTC](https://forums.unrealengine.com/t/slate-property-widget-for-uproperty/396792 "2024-04-30T03:20:51Z")

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Hi! I am currently looking for a way to draw a property slate widget for arbitrary UProperties\* (The class not the Macro). How can I do that? I got the Pointer to the UProperty and a pointer to a bit of memory that I …

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## [Expose a pointer to UActorComponent via UProperty?](https://forums.unrealengine.com/t/expose-a-pointer-to-uactorcomponent-via-uproperty/402553)

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**Author:** [@plockhart](https://forums.unrealengine.com/u/plockhart)\
**Replies:** 6\
**Last updated:** [April 18, 2024, 9:42pm UTC](https://forums.unrealengine.com/t/expose-a-pointer-to-uactorcomponent-via-uproperty/402553 "2024-04-18T21:42:41Z")

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Hi, I have a C++ component class: UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) class DemoProject\_API UWeaponComponent : public UActorComponent { GENERATED\_BODY() } And in another Actor class…

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## [What's the use of the "export" keyword ?](https://forums.unrealengine.com/t/whats-the-use-of-the-export-keyword/290263)

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**Author:** [@GregBlast](https://forums.unrealengine.com/u/GregBlast)\
**Replies:** 6\
**Last updated:** [April 17, 2024, 2:53am UTC](https://forums.unrealengine.com/t/whats-the-use-of-the-export-keyword/290263 "2024-04-17T02:53:45Z")

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Hello, I was having a look at some engine code and came accross that export keyword used as a parameter for UPROPERTY. As an example you can check the BoxExtent field from the UBoxComponent class (line 17). UPROPERTY(E…

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## [UPROPERTY is set to null by GC](https://forums.unrealengine.com/t/uproperty-is-set-to-null-by-gc/455464)

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**Author:** [@anonymous\_user\_8658d287](https://forums.unrealengine.com/u/anonymous_user_8658d287)\
**Replies:** 5\
**Last updated:** [January 11, 2024, 2:35am UTC](https://forums.unrealengine.com/t/uproperty-is-set-to-null-by-gc/455464 "2024-01-11T02:35:48Z")

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Hi everyone, I am having a problem with a property that is set to null after constructor finishes. I have a variable of UAttributeSet in my character and it is created in my constructor. This is the code: AEdenValleyCh…

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## [Array element getting reset to default](https://forums.unrealengine.com/t/array-element-getting-reset-to-default/365487)

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**Author:** [@anonymous\_user\_d9f241d9](https://forums.unrealengine.com/u/anonymous_user_d9f241d9)\
**Replies:** 8\
**Last updated:** [December 10, 2023, 9:30pm UTC](https://forums.unrealengine.com/t/array-element-getting-reset-to-default/365487 "2023-12-10T21:30:53Z")

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I have an array of structs that, when edited in the details panel, always reset back to the values set in the blueprint object. The array has uproperty flags: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Somewh…

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## [Please address unfinished PropertyChangeListener](https://forums.unrealengine.com/t/please-address-unfinished-propertychangelistener/1441828)

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**Author:** [@olivier.perrault](https://forums.unrealengine.com/u/olivier.perrault)\
**Replies:** 0\
**Last updated:** [December 1, 2023, 4:32am UTC](https://forums.unrealengine.com/t/please-address-unfinished-propertychangelistener/1441828 "2023-12-01T04:32:18Z")

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This class was left unfinished, missing support for arrays. Please address this, since without it, the functionality seems difficultly usable. https://github.com/EpicGames/UnrealEngine/blob/ue5-main/Engine/Source/Editor…

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## [Please bring back EditInline without Instanced for UPROPERTY](https://forums.unrealengine.com/t/please-bring-back-editinline-without-instanced-for-uproperty/1385600)

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**Author:** [@olivier.perrault](https://forums.unrealengine.com/u/olivier.perrault)\
**Replies:** 0\
**Last updated:** [November 12, 2023, 8:34pm UTC](https://forums.unrealengine.com/t/please-bring-back-editinline-without-instanced-for-uproperty/1385600 "2023-11-12T20:34:32Z")

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EditInline was deprecated in favor of Instanced in 4.26. However these are not the same feature. With EditInline it is possible to edit a UObject living in the content browser without having to instance that uobject as a…

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## [How to get notified when a property's value has been changed in a level sequence?](https://forums.unrealengine.com/t/how-to-get-notified-when-a-propertys-value-has-been-changed-in-a-level-sequence/560350)

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**Author:** [@Zikitamon](https://forums.unrealengine.com/u/Zikitamon)\
**Replies:** 22\
**Last updated:** [October 20, 2023, 6:59am UTC](https://forums.unrealengine.com/t/how-to-get-notified-when-a-propertys-value-has-been-changed-in-a-level-sequence/560350 "2023-10-20T06:59:46Z")

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I have a Scene Component derived C++ class, which has a property that can be changed in a level sequence: UPROPERTY(EditAnywhere, Interp) float MyProperty = 0.0f; Now, the problem is, I need to get notified when the va…

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## [UMaterialParameterCollection and UProperty, Values not being saved](https://forums.unrealengine.com/t/umaterialparametercollection-and-uproperty-values-not-being-saved/440130)

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**Author:** [@JoSf](https://forums.unrealengine.com/u/JoSf)\
**Replies:** 3\
**Last updated:** [October 19, 2023, 10:37pm UTC](https://forums.unrealengine.com/t/umaterialparametercollection-and-uproperty-values-not-being-saved/440130 "2023-10-19T22:37:39Z")

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In UActorComponent, if I use UPROPERTY(EditDefaultsOnly) UMaterialParameterCollection\* MaterialParameterCollection And create a derived BP class, set the default value, and open/close editor, the default value is lost. …

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## [What does the AllowPrivateAccess specifiers do?](https://forums.unrealengine.com/t/what-does-the-allowprivateaccess-specifiers-do/409490)

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**Author:** [@Unzkilled](https://forums.unrealengine.com/u/Unzkilled)\
**Replies:** 3\
**Last updated:** [September 3, 2023, 4:17am UTC](https://forums.unrealengine.com/t/what-does-the-allowprivateaccess-specifiers-do/409490 "2023-09-03T04:17:35Z")

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I think this is the correct docs for that.

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## [How can I convert a CSV string to a TMap in Unreal Engine 4 using FMapProperty/UMapProperty?](https://forums.unrealengine.com/t/how-can-i-convert-a-csv-string-to-a-tmap-in-unreal-engine-4-using-fmapproperty-umapproperty/1187561)

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**Author:** [@Beyond\_edge](https://forums.unrealengine.com/u/Beyond_edge)\
**Replies:** 0\
**Last updated:** [June 3, 2023, 11:13am UTC](https://forums.unrealengine.com/t/how-can-i-convert-a-csv-string-to-a-tmap-in-unreal-engine-4-using-fmapproperty-umapproperty/1187561 "2023-06-03T11:13:37Z")

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I’ve been working on an alternative to UE4’s data table system but when converting a CSV string containing a array or map, the string conversion can get messed up if it contains comma’s anywhere else except between the e…

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## [UStruct: type must be a UCLASS, USTRUCT or UENUM](https://forums.unrealengine.com/t/ustruct-type-must-be-a-uclass-ustruct-or-uenum/358937)

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**Author:** [@Napoleonite](https://forums.unrealengine.com/u/Napoleonite)\
**Replies:** 14\
**Last updated:** [May 25, 2023, 5:13am UTC](https://forums.unrealengine.com/t/ustruct-type-must-be-a-uclass-ustruct-or-uenum/358937 "2023-05-25T05:13:27Z")

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I’m probably missing something simple but I can’t find it. The struct is marked as USTRUCT() but still it complains about it not being a USTRUCT. It’s not caused by the TArray because removing that still gives the same e…

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## [Why UPROPERTY doesn't work in Interface?](https://forums.unrealengine.com/t/why-uproperty-doesnt-work-in-interface/917335)

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**Author:** [@Aragam113](https://forums.unrealengine.com/u/Aragam113)\
**Replies:** 2\
**Last updated:** [April 13, 2023, 1:45pm UTC](https://forums.unrealengine.com/t/why-uproperty-doesnt-work-in-interface/917335 "2023-04-13T13:45:34Z")

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I have a boolean variable in my Interaction Interface, i need to edit this boolean on scene (EditAnywhere), but when i add UPROPERTY it happens: public: virtual void InteractionWithMe(); virtual void ShowInteraction…

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## [How can I add the values of two UProperties?](https://forums.unrealengine.com/t/how-can-i-add-the-values-of-two-uproperties/879000)

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**Author:** [@somawheels](https://forums.unrealengine.com/u/somawheels)\
**Replies:** 0\
**Last updated:** [April 8, 2023, 6:56pm UTC](https://forums.unrealengine.com/t/how-can-i-add-the-values-of-two-uproperties/879000 "2023-04-08T18:56:23Z")

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Id like to make a function which adds all the values from one UObject, onto the values of another UObject. (Both UObjects are of the same class). Id looking for advice on how I might do this.

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## [\--\> Hide Properties? \<--](https://forums.unrealengine.com/t/hide-properties/779952)

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**Author:** [@Roy\_Wierer.Seda145](https://forums.unrealengine.com/u/Roy_Wierer.Seda145)\
**Replies:** 1\
**Last updated:** [February 27, 2023, 10:36pm UTC](https://forums.unrealengine.com/t/hide-properties/779952 "2023-02-27T22:36:25Z")

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IDetailLayoutBuilder incorrectly reports properties as visible when they have been hidden and more importantly refuses to hide “inner properties” (meta ShowOnlyInnerProperties). What is wrong with my code?? auto HidePr…

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## [Reference to a component for another component](https://forums.unrealengine.com/t/reference-to-a-component-for-another-component/304700)

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**Author:** [@anonymous\_user\_1fe1a2a7](https://forums.unrealengine.com/u/anonymous_user_1fe1a2a7)\
**Replies:** 11\
**Last updated:** [February 21, 2023, 10:39pm UTC](https://forums.unrealengine.com/t/reference-to-a-component-for-another-component/304700 "2023-02-21T22:39:09Z")

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Hey, community So, I’ve decided to become the ue4 guru, but I’ve stuck at the beginning :frowning: Keep in mind following class UCustomMovement : public UActorComponent { UPROPERTY( Instanced, BlueprintReadWrite, …

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## [How to modify property "section" in details panel in editor](https://forums.unrealengine.com/t/how-to-modify-property-section-in-details-panel-in-editor/611250)

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**Author:** [@fizziksnerd](https://forums.unrealengine.com/u/fizziksnerd)\
**Replies:** 5\
**Last updated:** [February 14, 2023, 11:32pm UTC](https://forums.unrealengine.com/t/how-to-modify-property-section-in-details-panel-in-editor/611250 "2023-02-14T23:32:17Z")

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I’m trying to figure out how to edit the “section” a custom property category falls within the details panel in editor. At the moment, custom categories only fall under the “all” section. I’d like to add a new section so…

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