Use BP Enumeration asset as UPROPERTY in c++ class
I am trying to attach a BP Enumeration asset to a custom c++ class in a way that will expose it within the editor.
However, I'm running into a lot of trouble. I'm able to attach the asset as a UEnum*. However, it doesn't give me the dropdown of the elements like I wanted when I place the blueprint(from the c++ class) within the editor. It only gives me the UEnum object itself.
I'd like to use a BP Enumeration over a c++ one for ease of access. I don't need to make any changes to it within the c++ code, I just need to editable within the editor. I also want to make it an array, but I'm assuming I just have to figure this out, then put it in a TArray<>.
The c++ class inherits from UStaticMeshComponent. For some reason, this doesn't let me generate a blueprint from it, so a cannot at the Enumeration there.
Here is my c++ code. It's very basic so far: UGameBoard_Tile_SMC.h
ExecutionCode within constructor of a custom class derived from AActor:
If anyone can help, I would appreciate it. Again, I don't have to use the actual enumerator within the c++. I plan I using it when I get into the blueprint development side of things.
asked Aug 01 '15 at 11:13 PM in C++ Programming
Follow this question
Once you sign in you will be able to subscribe for any updates here