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I’ve an C++ class “Manager” that derivatives from AActor.
Inside of it, I’ve a property of sort 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 a substitute of chosen actor.
The mesh actors that seem in checklist 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 alter property sort from AStaticMeshActor to AActor, I’ve checklist of my my static meshes + another actors and if I decide one other actor (some customized Blueprints inherited from Actor), they really fill the sphere and it’s now not “None”. When I swap to static mesh actor, it’s get “None” as a substitute of chosen mesh in scene once more.
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