Currently I use:
UPROPERTY(EditAnywhere)
TSubclassOf<ACharacter> Char;
To assign a Blueprint to Char in the Blueprint Editor.
Then I use UGameplayStatics::GetAllActorsOfClass to get all instances of the Blueprint.
But is it possible to assign only one instance of a Blueprint (as they are shown in the World Outliner) from within the Blueprint Editor?
Thanks a lot in advance !