Mesh defined in C++ not accessible in child blueprint

I’ve defined a static mesh in my c++ character class

BaseCharacter.h:

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Model")
		UStaticMeshComponent* PlayerMesh;

BaseCharacter.cpp

ABaseCharacter::ABaseCharacter()
{

	PlayerMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
	PlayerMesh->SetupAttachment(RootComponent);

}

This code allows for the mesh to be set via editor:

273789-editormesh.png

, however I created a child blueprint class and in that class the mesh could not be set.

There is not even a section for the mesh to be. I thought initially because I did not have the mesh set to BlueprintReadWrite, however the including of the tag in the uproperty did not change the outcome. How do I fix this problem?

Try to use VisibleAnywhere instead of EditAnywhere.

Yeah that fixed it although I wasn’t able to edit in the full blueprint editor just the data only editor. Thanks this was giving me a big headache!