Get the Uobject in the Details Pandel Customization

I have a UObject that shouldn’t be directly edited. Instead, I want to create, for the User, a separate window where the UObject can be edited correctly and any errors and can be found before the game is played. For that I need to edit the Details panel for that UObject type.

So, I am using a details panel customization (derived from IPropertyTypeCustomization ). Instead of being able to pick an asset, the Content part (right side) has a button that opens up a window. However, I cannot find out two things:

  1. How to access the UObject inside the CustomizeHeader function. The function provides a IPropertyHandle but I am not sure how to get a pointer to the UObject I created.

  2. How to send the UObject pointer and the pointer to the AActor will holds this UObject to the window so it can place a newly created UObject inside, once the creation process inside the window is done.

The answer turned out to be simple. IPropertyHandle has a function called GetValue . All I needed to do was call this and supply a UObject pointer as the argument.

UObject* Value;
FPropertyAccess::Result R =  StructPropertyHandle->GetValue(Value);

:slight_smile: