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How do I make a UObject attached to an actor editable ?

I have a custom UObject structure that I have added to a Pawn class. I want to be able to see and edit the values of this custom UObject in blueprints when I view the BP of the Pawn. At the moment the best I can get is a reference to an object, which I have to rightclick->Edit.

Here is the relevant code for what I have atm:

----- PAWN CLASS ------- .h

 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = CustomStats)
 UModifiableStat* NewSpeed;

.cpp

 APlayerPawnCombat::APlayerPawnCombat(const FObjectInitializer& ObjectInitializer)
     : Super(ObjectInitializer)
 {
 
     NewSpeed = NewObject<UModifiableStat>();
     NewSpeed->BaseValue = 40.0;
 
 }

---- Custom UObject class ----

.h

 UCLASS(ClassGroup = (CustomStats), ShowCategories = (CustomStats))
 class SPACECOOP_API UModifiableStat : public UObject
 {
     GENERATED_BODY()
     
 public:
 
     UModifiableStat();
 
     /*Base value for the stat, before any modifiers*/
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = CustomStats)
     float BaseValue;
 
 }

and here's what I get in the editor :

alt text

What I would like is to have a drop-down expansion of the UObject in that panel so I can edit BaseValue. Is this possible?

Product Version: UE 4.7
Tags:
uobject.png (7.2 kB)
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asked Jun 16 '15 at 04:00 AM in C++ Programming

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AusPaco
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1 answer: sort voted first

The best I have come up with is to change it from a UObject to a STRUCT. Is this the only solution?

(https://wiki.unrealengine.com/Structs,_USTRUCTS%28%29,_They%27re_Awesome)

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answered Jun 16 '15 at 04:06 AM

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AusPaco
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