How can I use the Editor to set a pointer to an instanced object?

I’ve extended the PawnSensingComponent to create a custom class that overrides the UpdateAISensing() function.

My version scans through a TArray in a custom class, that holds a list of Actors I want the Pawnsensing component to see.

All of this is fine, and working as expected, but when I attempt to link my

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UnitManager")
		AUnitManager* MgrPtr;

through the editor I can’t select the instantiated item.

Any Ideas why that is?

I just re-read this and realized it’s pretty vague. I’m not sure where to start on clarifying it further, so I’ll wait for someone to ask and I’ll try to make it clearer.

I’ve not tried to set a raw pointer this way, but I’ve had some success with setter functions.

You could try:

UFUNCTION(BlueprintCallable, Category="UnitManager")
void SetUnitManager(AUnitManager* _MgrPtr) { MgrPt = _MgrPtr;}

Then you should be able to call this on the actor and set it. Might need a corresponding getter on your other actor to grab the AUnitManager pointer.