Hello,
I’m trying to create a UActorFactory to create child blueprints of my native C++ class. Then call methods on that new blueprint asset.
I’ve managed to create a UBlueprint object that the parent class is of my C++ class, but I’m struggling with how to cast this UBlueprint to my Class.
This is how I’m creating the Blueprint:
UObject* UBasicItemActorFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
{
UBlueprint* NewBPObject = FKismetEditorUtilities::CreateBlueprint(UExampleClass::StaticClass(), InParent, InName, BPTYPE_Normal, UBlueprint::StaticClass(), UBlueprintGeneratedClass::StaticClass(), NAME_None);
...
}
I’m doing this to enable my Factory to call functions and/or set properties on this new asset.
Is what I’m trying to do possible?
Thanks,
-Jon