Direct blueprint communication equivalent in c++

Hi,

What I basically want is to access an actor’s public properties from another actor. Both actors are c++ classes. I have found the ‘Direct Blueprint Communication’ and wonder if ai can achieve the same functionality with c++ classes

As soon as you get a reference to an actor in C++ you can access all of its public members…not sure what you are looking for?

What I am looking for is how to get the reference

Store pointer to actor when you spawn it or use actor iterator to find already spawned like
A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine ForumsObject%26_Actor_Iterators,_Optional_Class_Scope_For_Faster_Search

for (TActorIterator<AStaticMeshActor> ActorItr(GetWorld()); ActorItr; ++ActorItr)
{
}

But I want to get a reference the player’s actor

EDIT: The link provided answered everything