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Asset reference variables in details

 UCLASS(Blueprintable)
 class ------_API UTalent : public UObject  
 ...  
 UCLASS()
 class ------_API UTalentActive : public UTalent

 ...

 UCLASS(Blueprintable, ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
 class ------_API USheetTalents : public UActorComponent
 ...
 UPROPERTY(EditAnywhere, BlueprintReadOnly)
     TArray<class UTalentActive*> ActiveTalents;

alt text

RedFlower is a blueprint deriving from UTalentActive, which derives from UTalent. I am trying to add it to the array ActiveTalents in the SheetTalents component of an actor, through the editor (the same way you could add a ParticleSystem asset to a ParticleSystemComponent as the template). For some reason, I can't; I get a red dotted box around the variable when I try drag-in-dropping it in, and can't select it in the drop-down menu. Is there something I'm missing? I have tried a non-array variable and making a non-const TalentActive.

EDIT: Realized that RedFlower is a class, not an instance; which means the variable needs to be TSubClassOf, not UTalentActive*. I cannot seem to find a way of making an instance of it or TalentActive. Is there a way?

Product Version: UE 4.9
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asked Sep 17 '15 at 03:57 PM in C++ Programming

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NullBlack
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Yes, NewObject(UClassName::StaticClass());

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answered Sep 17 '15 at 06:59 PM

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Shadowriver
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avatar image NullBlack Sep 17 '15 at 07:01 PM

I meant as an asset.

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