Based on this case here:
https://udn.unrealengine.com/s/case/500QP000006rnSEYAY/tsubclassof-with-metablueprintbaseonly-doesnt-appear-to-work
From my testing the user seems to be correct. Applying the meta specifier BlueprintBaseOnly seems to have no effect when used on a TSubclassOf<> property. I have also tested TSoftClassPtr<> properties and have found the same result.
create a c++ class with a TSubclassOf<> or TSoftClass<> uproperty. Add the BlueprintBaseOnly meta specifier to the property.
In Editor create a BP subclass of the class with the property.
Try to change the property, look for c++ classes. If you set the Pointer to the original class it should be quite clear that the c++ class is selectable.
Status update on UE-21075 and UE-20622?
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to achieve HLSL Multiple Render Target in Material blueprints?
Teleporter in the Creative Hub is Locked and cannot be accessed
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-210088 in the post.
1 |
Component | UE - Gameplay |
---|---|
Affects Versions | 5.3 |
Created | Mar 19, 2024 |
---|---|
Updated | Sep 30, 2024 |