I’ve added MakeEditWidget for my TArray UPROPERTY and it shows up only on scene. Not in blueprint editor nor in scene with its actor added through ActorChildComponent into another actor.
I need to configure these Transforms only in context of another Actor geometry, can I somehow show EditWidget in blueprint editor or on scene while my actor set as template through ActorChildComponent?
This is how I’m declaring it:
UPROPERTY(EditAnywhere, Meta = (MakeEditWidget = true))
TArray EditWidgets;
If I get your problem right, you want to access boolean variable in blueprint editor or in scene?
For me it seems you have forgotten to add Category = “YourGivenCategoryName” to UPROPERTY macro, which implies in which category your variable could be found.
If you want to read the value of your boolean variable in blueprint editor, use either BlueprintReadOnly option or BlueprintReadWrite.
More information about UPROPERTY options can be found in the following link: UPROPERTY options
As discussed in this post, it seems to be the expected behavior not to be able to edit a variable with UPROPERTY option MakeEditWidget in blueprint editor. When using MakeEditWidget option on component this post could come handy, which describes that it’s possible to use MakeEditWidget option only on components that derive from a ‘USceneComponent’.
Thanks for so much time spent on it. I’m not using components and in main scene everything is ok, so it’s not the case.
But info on ticket Unreal Engine Issues and Bug Tracker (UE-19243) definitely answers my question