Developer Notes

Duplicate of UE-13384


Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up in the blueprint editor viewport.

Steps to Reproduce

1. Open UE4Editor (Any project)
2. Add Code to project based on Actor (MyActor)
3. In MyActor.h add the following:

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Test, Meta = (MakeEditWidget = true))
FVector TestVector;

4. Compile
5. In the editor, make a blueprint based on MyActor (MyActorBP)
6. Add MyActorBP to the level (note the translation gizmo for TestActor)
7. Open the blueprint editor for MyActorBP

Translation gizmo for TestActor is not available. It can only be edited by setting exact values in details panel.

Edit Gizmo is available to edit anywhere the variable is editable.

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ComponentUE - Gameplay - Blueprint
Affects Versions4.8.24.9
CreatedJul 27, 2015
ResolvedSep 14, 2015
UpdatedJul 14, 2021