UObject as Blueprint variable with details panel
I want to create a custom class in C++. This class should have Properties / Functions which is different for every instance. In a Blueprint I want to create a variable of this class. This is working, I can work with Properties / Functions aso. But I will use this type very often, I don't want to call "Construct My Object", setting the variables by hand aso. In pure C++/Java I would use a Constructor. Sure I could create a Blueprint Library with a factory for this, but this is a workaround in my opinion. Here is an example class:
The details look like this:
And should look like this:
As UClass specifier I tried variations of Blueprintable,BlueprintType,EditInlineNew,DefaultToInstanced. I think BlueprintType,EditInlineNew is needed. As UProperty specifier I tried variations of Blueprint...,Edit...,NoClear,SimpleDisplay,Visible.... Because I like variables which are only set in constructor, in Blueprint I would tick "Instance Editable","Blueprint Read Only", "Expose on Spawn", "Private"I think this is correct: BlueprintReadOnly,EditInstanceOnly
None of the attempts worked, what do I need for it?
Iam new to C++ / UE4 so maybe I missed some keywords, feel free to point me to them.
You should use
answered Mar 13 '19 at 10:24 PM
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