Alternative to UPROPERTY for Subsystem

Subsystems are not exposed to blueprint, so I can’t create a TSubclassOf UPROPERTY and assign it a blueprint asset via blueprint, which can then be used from C++. What is an alternative solution without the need of passing data to the subsystem from a different class like game instance?

Hi!

You can try developer settings for that.

Tom Looman has a good tutorial about that:

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