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I’ve an C++ class “Manager” that derivatives from AActor.
Inside of it, I’ve a property of kind AStaticMeshActor:
UCLASS(Blueprintable)
class MYGAME_API AManager : public AActor
{
...
UPROPERTY(BlueprintReadOnly, EditAnywhere)
AStaticMeshActor* actor;
When I run the Editor and place my “Manager” in scene, I can see it having the “actor” member. I can see the drop-down there itemizing all my StaticMeshActors in scene, however as soon as I click on on any of them, the fields get’s again to “None” as an alternative of chosen actor.
The mesh actors that seem in listing are simply plain regular actors spawned in scene however drag-and-drop meshes from content material browser (so the AStaticMeshActor is created and positioned in identical scene because the Manager is).
Note: When I modify property kind from AStaticMeshActor to AActor, I’ve listing of my my static meshes + another actors and if I choose one other actor (some customized Blueprints inherited from Actor), they really fill the sector and it’s not “None”. When I swap to static mesh actor, it’s get “None” as an alternative of chosen mesh in scene once more.
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