[bug] ? Defining UPROPERTY as readwrite/editanywhere still is readonly

I have a property declared in my C++ code as follows:

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay", meta = (AllowPrivateAccess = "true"))
uint32 NumToSpawn;

When I look at the defaults tab of my blueprint that derives from this C++ class, NumToSpawn is read only and can’t be edited. If I change the type to float or event int32 from uint32, magically the property becomes editable. Change the type back to uint32 and it’s read only again.

I’m not sure what could be causing this but this looks like a bug. Let me know if I need to post more of the file or if there’s something else I should check on.

I’m using UE 4.6.1

By what I’ve seen, inside Blueprints we can use just “some” of the allowed types for compatibility. All integers created “through BP Add variable” are int32s you can check, we don’t have a “subchoice” to choose between int types per variable.

It’s probably a “design” choice not a BUG, since BPs shall be used also by non-coders, imagine the lots of type related troubles if they do open “too much” choices on BPs to final users.

Thats how editor reacts to unsupported data types, only int32 and uint8(if im not mistaken) are supported by reflection system, Epic explain this as simplicity attempt.

Is “uint8” the “Byte” BP variable?
I’m almost declaring an ESimpleByte enum to use with my funtions LOL.

int8 throws errors, let me try this one…

OMG!!! Thanks ! I was doing lots of switchs on int32s by don’t get how to declare Byte variables/parameters!

Thanks, thanks, thanks!! Thousand cookies to you! LOL