- First, we will update the MyCustomAsset class to be editable in Blueprints and reflect what we'll be doing in this recipe. Go to MyCustomAsset.h and update it to the following code:
#pragma once#include "CoreMinimal.h"#include "UObject/NoExportTypes.h"#include "MyCustomAsset.generated.h"UCLASS(BlueprintType, EditInlineNew)class CHAPTER_10_API UMyCustomAsset : public UObject{ GENERATED_BODY()public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Custom Asset") FString ColorName; };
- From the Chapter_10Editor folder, create a new file called MyCustomAssetPinFactory.h .
- Inside the header, add the following code:
#pragma once#include "EdGraphUtilities.h"#include "MyCustomAsset.h"#include "SGraphPinCustomAsset.h"struct ...