I’ve an C++ class “Supervisor” that derivatives from AActor.
Within it, I’ve a property of sort AStaticMeshActor:
UCLASS(Blueprintable)
class MYGAME_API AManager : public AActor
{
...
UPROPERTY(BlueprintReadOnly, EditAnywhere)
AStaticMeshActor* actor;
After I run the Editor and place my “Supervisor” 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 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 similar scene because the Supervisor is).
Be aware: After I change property sort 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 now not “None”. After I change to static mesh actor, it’s get “None” as a substitute of chosen mesh in scene once more.