Creating a Buff / Debuff System

Hello!

I’m trying to create a buff / debuff system in UE4 using blueprints. What I would like to do is create a blueprint based on Object. In that object class I will create 3 functions, OnApply, OnRemove, and OnTick. Also I would like a few variables for the Lifetime and to designate which actors are affected and which are instigating. On pawns that can be buffed and debuffed I would then have an array of this base Buff class.

Doing this is no sweat, I have a Buff class based on Object with the above, all the functions and fields are empty. Next I would like to inherit from this class so I can over ride the functions for various buffs and debuffs. However, when I right click > Create Blueprint Based Off This, it says it is an “Invalid class with which to make a Blueprint”.

What am I doing wrong? Should I make the base class in C++ and inherit from that? (I’d need to figure out C++ in unreal). Is there some method I’m not aware of?

Thank you

If your class is from Object, by default it won’t let you to create blueprint from that, you can start from Actor if you want to do blueprint only.

If your want to do with c++ with base class is UObject in UCLASS() you need to add this UCLASS(Blueprintable, BlueprintType), first one will let you create blueprint from that class, second one will expose its value in blueprint.

Thank you! I’m going to try and do the C++ now, if I end up screwing up I guess I’ll use an actor in blueprint.