Hi. I want to know if is possible to store a blueprint actor asset instance in a C++ variable as any other asset. I am trying to do it same way as non blueprint assets but is not working.
For other assets I just use LoadObject(nullptr, TEXT(“location and name’”));
Basically I have a PlayerController, Gameinstance and GamemodeBase done in blueprints and I want to have a C++ Class with those 3 blueprints stored in local variables.
I Know i can get my gamemode with:
GetWorld()->GetAuthGameMode()
But I can’t Cast and store in a local variable because can’t access to its Blueprint class.
No, native can’t create variables with types that exist only in content (ie Blueprints). The general solution here is to make a more specific subtype, say MyPlayerController, derive your blueprint from that and then make all your native references to MyPlayerController instead of PlayerController (or whatever type you’re making more specific).