Hi,
i hava a class UStatusEffect (UObject) and when my game starts i need to have a list available of all StatusEffects that exist.Iim thinking of creating a DataAsset class like this:
UCLASS()
class RIFTED_API UStatusEffect : public UDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TArray<TSubclassOf<UStatusEffect>> StatusEffects;
};
so i can get this DataAsset via the AssetManager and can access my statusEffects. Is this reasonable?
Thx in advance