Within the Blueprint system, we can use instances of our
MyCustomAsset class as variables, provided we mark that class as a
BlueprintType in its
However, by default, our new asset is simply treated as
UObject, and we can't access any of its members:
For some types of assets, we might wish to enable in-line editing of literal values in the same way that classes such as
FVector support the following:
In order to enable this, we need to use a Graph Pin visualizer. This recipe will show you ...