There may be another way to approach what I am currently doing, but I feel like how I am passing data to templates / copies from the room editor seems like a hack. Side note: I am working in Catnip, because I am a masochist and like to challenge myself. lol
Currently, I am testing out a small item pickup system utilizing the Content Editor, Enums, and a single item pickup template.
The pickup template sets a property "ItemData" to an object from the Items content type by grabbing an index that is passed in from the template in the room editor. As a test, this just changes the texture to the one selected in the Items content type for that index and stores the data in the ItemData variable. This will later be used for adding items to an inventory for the player.
Resulting in this, which is the correct behavior. The icons load correctly for the selected indices.
However, this isn't ideal since it relies on hand-typed property names that must match on either end. It would be nice to have something like "public" template properties that show up in the room editor.
As well as drop-down selections for content types like we currently see with enums.
Again, I may be approaching it incorrectly, but it was the only way I could think to make it work utilizing Catnip.