"Default" Category under Details in World Outliner deprecated?

Note: You may be able to help me without reading everything. Check the bold print and my questions at the bottom. The rest of the info is here just in case it’ll help find an answer.

I’ve been reading Blueprints Visual Scripting for Unreal Engine for the past week and everything has gone pretty smoothly, save for a few google hunts about deprecated features since the book’s release. It was written for 4.7, so there are just a few differences, but one of them has stumped me for a good 10 hours and Google just keeps responding to queries with a link to the book in GoogleBooks (http://bit.ly/1NiLZlX) and other questions that don’t quite match my issue.

Right now I’m on Ch.5 “Making Moving Enemies with AI” and I’ve already gotten most of it done. Viewing these may not be necessary to answer my question, but I want to provide as much info as possible:

EnemyCharacter: http://i.imgur.com/IWFtMmR.jpg

EnemyBehavior: http://i.imgur.com/W84t89c.jpg

EnemyController: http://i.imgur.com/kKxcCMi.jpg

World Outliner: http://i.imgur.com/xf0p4y2.jpg

There are two instances in the book requiring the use of a feature that I simply cannot find or find out about with Google queries. Quotes are as follows:

“Return now to the level editor and
select the Enemy1 object in the World
Outliner panel. Recall that this was
the name we gave to the first instance
of the generic enemy type we’re
creating. We want to establish the
initial patrol point for this
particular enemy. To do so, look at
the Details panel and find the Patrol
Point field under Default
; now
select the object PatrolPoint1 in the
drop-down list.”

.

“Compile and save the Behavior Tree
and then return to the
FirstPersonExampleMap tab. Find the
enemy we placed called Enemy1 and
select it in the World Outliner. In
the Details panel, navigate down to
the Default category
and set Patrol
Point 1 to the object PatrolPoint1,
Patrol Point 2 to the object
PatrolPoint2, and set Current Patrol
Point to the patrol point object
furthest away from the enemy’s
starting position. We want to set
these patrol points on the enemy
instance in the world rather than as
defaults on the variables within the
enemy Blueprint because we want each
enemy that we create in the future to
have its own set of patrol points”

For the life of me, I can’t find the Default category inside the Details panel. I’m convinced it’s deprecated because of the screenshot provided by the book (http://i.imgur.com/8cJqyQj.jpg) which shows a Default category with children.

MY QUESTIONS:

If it has been deprecated, how should I go about assigning the initial TargetPoint “PatrolPoint1” travel for EnemyCharacter “Enemy1” and how should I set these patrol points on the enemy instance in the world rather than as defaults on the variables within the enemy Blueprint?

If it hasn’t been deprecated and just isn’t showing, how do I show it? I glanced at the “Window” menu but didn’t see anything that looked like the solution.

Solved: Variables in EnemyCharacter blueprint were not set to Editable and could not be altered externally. Switching them to Editable allows the Default category to display in World Outliner > Details

Awesome answer I was stuck. However, now I have another problem. A few pages later with the Patrol points. My Asp character walks to the first PatrolPoint, but after the wait, he doesn’t walk to the second PatrolPoint. Did you also have that problem, if so, how did you fix it?’

Nevermind, I got it, I forgot to connect my two set current object nodes to the Set value as object node. Got it now.