I have a spell system that uses blueprints for setting things like the icon, description, etc. The functionality is in C++ though.
I am trying to add the static classes of these blueprints to my character pawn class, and then later spawn the actors from them. It appears as if everything is valid.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spells") TArray< TSubclassOf<ARPGSpellBase>> SpellClasses;
The problem is when I loop over the TArray, it’s always empty. Is there a UPROPERTY flag to pass the reference I am missing? You can’t use a TArray* in BP.