I’m using a blueprints derived from Object type for creating code-only (logic-only) blueprints (without Viewport tab.) Look to picture below to understand what I mean.
Step 1: Creation of blueprint derived from Object class
But the main problem is that blueprints derived from Object doesn’t have any Construction Script or something like C++ constructor. So, for set the initial state of object, I must use additional procedure named Init or Constructor, which is called exactly after blueprint instance is created via Construct Object from Class - it’s really annoying! Look to the pic.
Step 2. Creation of BlueprintDerivedFromObject and then call of Init function
“Does not make Sense for a UObject. I could provide a long list of why but I seriously wont make the attempt. Just create a Init function and Call it.”
Seems to me that it ABSOLUTELY makes sense for a UObject, for the same reason that most objects have a constructor! In fact, it’s odd that it doesn’t.
So please provide this fictional long list of why, otherwise your comment should be disregarded as useless.
I am making a prototype of a game with blueprint only and I strange the fact that Object Classes(The base class?) dont have construction scripts. I know that the idea of construction scrip in blueprint is a little different than C++ code.
Someone can tell me why the Object Class dont have Construction Script?
It makes blueprint programming strange.