My object is going to have an array of subobjects that I would like to expose to the Editor, but I would like control over their identifiers.
for (uint8 i = 0; i < 4; i++){
UPROPERTY(EditAnywhere)
SubObject[i] = CreateDefaultSubobject<USubObject>((TEXT("SubObjectX"));
}
where, each iteration of the loop, the X gets replaced with whatever the value of ‘i’ is for that iteration.
So, in the editor, I would have SubObject0, SubObject1, SubObject2, and SubObject3.
How can I accomplish this?