C++ 如何声明接受图层引用/指针的特性?

C++ 如何声明接受图层引用/指针的特性?,c++,unreal-engine4,C++,Unreal Engine4,我需要向我的ActorComponent脚本传递一个层引用,我可以传递一个层名称,但它是一个薄弱环节,所以我想传递一个引用/指针。我尝试过这种变体: #pragma once #include "CoreMinimal.h" #include "Layers/Layer.h" #include "Components/ActorComponent.h" #include "PlanetGravityActorComponen

我需要向我的
ActorComponent
脚本传递一个层引用,我可以传递一个层名称,但它是一个薄弱环节,所以我想传递一个引用/指针。我尝试过这种变体:

#pragma once

#include "CoreMinimal.h"
#include "Layers/Layer.h"
#include "Components/ActorComponent.h"
#include "PlanetGravityActorComponent.generated.h"


UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class JELLIANS_API UPlanetGravityActorComponent : public UActorComponent
{
    GENERATED_BODY()
    
public:
    UPROPERTY(EditAnywhere)
    float gravity = 10.0f;
    
    UPROPERTY(EditAnywhere)
    ULayer *layer;

public: 
    // Sets default values for this component's properties
    UPlanetGravityActorComponent();

protected:
    // Called when the game starts
    virtual void BeginPlay() override;

public: 
    // Called every frame
    virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;

        
};
但是,它不起作用:我仍然无法在编辑器中将我的层拖动到脚本属性中

如何正确声明它?

p.S.我是UE的初学者