Advantage: Less cumbersome, and if you change the name of your BP in the editor, the editor will update the reference for the class that has this in the .h file.
Also easier to look at once you add like 50 BP classes as properties to a single primary class that stores this sort of info.
one note:
do not rely on the acquired BP value until AFTER post Init, it wont be valid yet in the constructor
That is a reference to the Blueprint, not the Class. I know that is confusing! Think of the Blueprint as the âclass factoryâ, it includes all the information needed to make the class, but when you are running the game, what you want is the class. You can go Blueprint->GeneratedClass, or know that if the Blueprint is called Foo, the class is called Foo_C.
We are actually working to make the Class the main thing you see in the Content Browser, which would mean it has the âright nameâ, and would avoid all this confusion. Another benefit is that we could stop loading the Blueprint object altogether in cooked builds.