hi guys
im implementing my own steering behaviors and i would like them to be assignable to my actors in editor.
at the moment i can create behaviors in actor constructor and they show in actor details in editor but i cant add/remove them.
here is simplified view of my classes:
UCLASS(Blueprintable, BlueprintType, DefaultToInstanced)
class UMyBase : public UObject
{
// some common functions with near zero functionality
};
UCLASS()
class UMyDerived : public UMyBase
{
// some properties and functions
};
UCLASS()
class AMyActor : public AActor
{
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category=SomeCat)
TArray<UMyBase*> m_behaviors;
};
so my questions are:
-
what keywords do i need to put in UCLASS of UMyBase class to make instances assignable to AMyActor’s m_behaviors array
-
what type needs that array to be and again what keywords are needed in it’s UPROPERTY to make it editable
-
would i need to create some blueprints from my behaviors to make them assignable?
my knowledge of blueprints is really limited so maybe i just missed something obvious?