# Accessing Blueprint properties wihout spawning

**URL:** <https://forums.unrealengine.com/t/accessing-blueprint-properties-wihout-spawning/280291>\
**Category:** Blueprint\
**Tags:** spawn, actor, unreal-engine, defaults, CPP, Blueprint, question\
**Created:** [April 11, 2014, 6:32am UTC](https://forums.unrealengine.com/t/accessing-blueprint-properties-wihout-spawning/280291 "2014-04-11T06:32:30Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![StrangerGwenn](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/strangergwenn/32/983202_2.png) [@StrangerGwenn](https://forums.unrealengine.com/u/StrangerGwenn)\
**Post date:** [April 11, 2014, 6:32am UTC](https://forums.unrealengine.com/t/accessing-blueprint-properties-wihout-spawning/280291/1 "2014-04-11T06:32:30Z")

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Hi,

If I want to read properties of an object that are declared in a C++ class, but set in Blueprint, is there a way to do it without spawning ? In Unrealscript, defaultproperties could be accessed statically, I wonder os such a thing exists in UE4.

Like if you want a weapon choice menu, you need to display the weapon’s properties, but actually spawning the weapon could be an issue.

Thanks !

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<div class="post-metadata">

**Author:** ![\_Epic\_Ben\_Zeigler](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@\_Epic\_Ben\_Zeigler](https://forums.unrealengine.com/u/_Epic_Ben_Zeigler)\
**Post date:** [April 11, 2014, 10:38pm UTC](https://forums.unrealengine.com/t/accessing-blueprint-properties-wihout-spawning/280291/2 "2014-04-11T22:38:39Z")

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Yeah, you can use the same general method as UE3. Here’s some example code using the DefaultPawnClass that’s defined in GameMode:

```
UPROPERTY(EditAnywhere, noclear, BlueprintReadWrite, Category=GameMode)
TSubclassOf<class APawn> DefaultPawnClass;

APawn* DefaultPawn = DefaultPawnClass->GetDefaultObject<APawn>();

```

This is a bit unsafe (you could modify the object at this point and cause issues) so it’s not exposed to blueprints, but you can do it from C++ as needed.
