DataAsset classes overridden in blueprint can’t use exposed variables to the dataasset objects. They will always be default value.
-
Basically create a UDataAsset custom
child class in C++ with a
BlueprintNativeEvent function, -
create a BP class from that custom
C++ class and expose some variables
in it (hit the eye so it opens) and
override that BP class to use those
variables (print them to the screen
or something). -
create a data
asset from the BP class and modify
those exposed variables and add that
dataasset to an actor that calls
that native event.
You will notice that the native event will use the defaults not the values set in the data asset as it should.