I’m still new to Unreal after making the switch to from Unity a few months ago and I’m trying to get my head around character creation.
I created a blueprint, added a skeletal mesh (a cartoon trex) with a blendspace to blend from idle to run etc. I created a C++ AI controller and got the character to run around a nav mesh between 4 preset points. It took a little while to work all this out, but so far it all makes sense.
Now I’m looking to add some variables to the character that I can set in the editor, but I at this point I realized the AI controller isn’t part of the character and is created at run time, so if I add a UPROPERTY(EditAnywhere) variable to it, I can’t set it until I start the game.
Because I originally created the character as a blue print, there is no C++ code for him to write a getter function.
First off, did I set this up wrong by starting with a blueprint and if not is there a easy way to add C++ code to my character that can pass information back to the AI controller?
Any hints or tips at this point would be greatly appreciated.