Adding a struct to the foliage panel results in the struct not being editable for a static mesh instance. The same struct is editable if applied to a PrimitiveComponent.
USTRUCT() struct FLightingChannelContainer { GENERATED_USTRUCT_BODY() UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = LightingChannels, meta = (DisplayName = "Static")) uint32 Channel0 : 1; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = LightingChannels, meta = (DisplayName = "Dynamic")) uint32 Channel1 : 1; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = LightingChannels, meta = (DisplayName = "Cinematic1")) uint32 Channel2 : 1; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = LightingChannels, meta = (DisplayName = "Cinematic2")) uint32 Channel3 : 1; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = LightingChannels, meta = (DisplayName = "Cinematic3")) uint32 Channel4 : 1; };
UPROPERTY(EditAnywhere, BlueprintReadOnly, AdvancedDisplay, Category = Lighting) FLightingChannelContainer LightingChannels;
RESULTS:
The LightingChannels struct is shown, but cannot be edited.
EXPECTED:
The LightingChannels struct is editable.
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Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - World Creation - Worldbuilding Tools - Foliage |
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Affects Versions | 4.6, 4.6.1, 4.8 |
Created | Dec 17, 2014 |
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Resolved | Jul 8, 2016 |
Updated | Jul 14, 2021 |