I use multiple blueprint based on single Parent C++ class
But, Challenging is Create-Subobject or Impliment Changes on only particular blueprint
this is my .h file
protected:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "theMovingPlatformObstacles") UTimelineComponent* MovingPlatformTimelineComponent;
& this .cpp class
if(myObstacle == Obstacles::None) ObstacleStaticMeshComponent = Cast<UStaticMeshComponent>(GetDefaultSubobjectByName(TEXT("Default_StaticMeshComponent")));
else if (myObstacle == Obstacles::MovingPlatform) { ObstacleStaticMeshComponent = Cast<UStaticMeshComponent>(GetDefaultSubobjectByName(TEXT("MovingPlatform_StaticMeshComponent")));
MovingPlatformTimelineComponent = CreateDefaultSubobject<UTimelineComponent>(TEXT("MovingPlatformTimelineComponent")); }
But in Blueprint Component(UTimelineComponent) not created in any blueprint otherwise use method CreateDefaultSubobject without Enum() Impliment or Create in all Actor Blueprint
How I can Impliment On Particular Blueprint, If you have any idea please Answer