UObjectLibrary cannot assign blueprint objects

Hello,

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.

Hello,

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.

Have a great day

okay thanks, how can I follow the evolution of this bug report ? I really need this as soon as it is 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.

Have a great day

any news on this ?

I found some more info that might help.

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.

Thank you for providing the additional information. This issue has been fixed internally, and the fix will be available in a later version.

Have a great day

Is this fix included in 4.11 ?

This issue has been resolved internally, but the fix will not be released for 4.11. Look for this fix to be implemented into a later engine version.

Have a great day