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EyeDropper from scene isnt working

I made a UPROPERTY and added the Specifiers and Metadata to make it Class picker. It compiles fine no error and the search has the 2 spot lights in the world inside the editor and they are added when i click on it but when i try to use the Eyedropper Class picker it doesnt work. Am i missing something?alt text

 UPROPERTY(EditAnywhere, Category = "SpotLight", meta = (AllowedClasses = ASpotLight, ExactClass = true))
 ASpotLight* SpotlightPicker;

Product Version: UE 4.18
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asked Mar 05 '18 at 07:41 AM in C++ Programming

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avatar image AmphDev Mar 05 '18 at 08:14 AM


Did you tried without this? ExactClass = true and i think you should add BlueprintReadWrite too after EditAnywhere

avatar image Shadowjonny Mar 06 '18 at 02:37 AM

Just tried it still doesnt work. :( Does it work for anyone else?

avatar image HollingsworthDan Mar 06 '18 at 03:50 AM

Dont be shy. Show us whats going on.

You have a Class you have created, (Where is the header? where is the CPP? DId you wrap this in a blueprint?)? And you have placed it in the world, (where is the SceneOutliner?)?

Or even better, if you could take a simplified version of the class, the bp, the level, and zip it all up, and upload it. Then I can load it into unreal and see whats going on.

avatar image Shadowjonny Mar 07 '18 at 01:25 AM

there isnt really much at all im just redoing a blueprint actor i did inside visual studio for learning purposes. The UPROPERTY is inside the header file in scope of the Generated_Body like it should be.

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Your issue is caused by.. one letter. :p

AllowedClasses meta data accepts name of classes without their prefixes. So for ASpotLight you just skip the 'A' etc.

As a side note: in your case you don't even need to use that (same goes for ExactClass). You should be fine with something like this:

 UPROPERTY(EditAnywhere, Category = "SpotLight")
 class ASpotLight* SpotlightPicker; // forward declaration to avoid including SpotLight.h in header file


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answered Mar 07 '18 at 01:27 PM

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