I am experimenting with UObjectLibrary and I think there might be a bug with assigning blueprint actors to such object libraries.
I have created a UObjectLibrary in my content browser. Then I select Actor as the base class and enable the flag that it can include blueprint classes. Then I save my object library.
I now try to assign a blueprint which is derived from Actor to my object library but it fails to do so.
It simply doesn’t assign anything in the object browser.
If I do the same with simple Texture2D or StaticMesh (with blueprint inclusion disabled) then I can assign resources without problem to my object library.
Is this a known issue or not an issue at all ? Am I not understanding this properly ?
The documentation on object libraries is quite scarce.
I have been able to reproduce your issue, and have entered a bug report (UE-25960). Thank you for your report. I will provide updates on this issue as they become available.
Unfortunately, we do not have a way for the public to track bug reports at this time. However, once it has been resolved, I will ensure to come back and let you know.
in C++ create a class called UMyObject derived from UObject.
in C++ create a class called AMyActor derived from AActor;
add a UPROPERTY of type UMyObject* in AMyActor.
in the editor Create a Blueprint based on UMyObject
in the editor create a blueprint based on AMyActor
in AMyActorBP try assign the UMyObjectBP to the property. it wont work.
now in AMyActor change the UPROPERTY to be of type UObject*.
now in the editor try assign the UMybjectBP and it will work.
This looks like a similar bug to me than the one with the UObjectLibrary.
seems like if the types arent CoreTypes then assignment via content browser isn’t possible.