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Making a workaround for UE-20213

Hello folks,

So currently if you are using:

UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced)

TArray<TSubclassOf<UObject>*> _objects;

and will try, for example, to copy item in index 0 into index 5, you will copy a pointer. That way, changing values for item 5 will change corresponding values for item 0 and vice versa.

I've been thinking, is it possible to add a third option, "Copy (Deep)" that will run a operator= on objects being pointed instead of swapping pointer? And in case we don't use Instanced property, to allocate new object with copy constructor?

Product Version: UE 4.19
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asked Apr 16 '18 at 09:27 PM in Using UE4

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