First off, thank you all for all your help. The UE forums are fantastic for finding answers to my noobish questions before I ask them.
Now to the question. I created a Spell class in C++ that has variables of two other types of UObjects inside it.
UCLASS(Blueprintable, BlueprintType)
class Spell : public UObject, public FTickableGameObject
{
ClassA* otherClass;
TArray<ClassB*> thirdClassArray;
}
In my actor blueprint, I have a variable of type Spell. However, I would like to edit the spell variables from the actor blueprint in the details pane, without having to create a custom child blueprint for every new spell. All I can do is assign the Spell* with an object that already exists in my project hierarchy. I want the designers to be able to modify the sub-values directly on my actor or use a predefined class. The problem is I dont know how to expose those variables, I can only expose a Spell pointer. Anyone have any ideas?