Within the Blueprint system, we can use instances of our MyCustomAsset class as variables, provided we mark that class as a BlueprintType in its UCLASS macro. However, by default, our new asset is simply treated as a UObject, and we can't access any of its members:
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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:
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To enable this, we need to use a Graph Pin visualizer. This recipe will show you how to enable in-line editing of an arbitrary type using a custom widget defined by you.