TR;DR;
I need to pull out the tags from a UBlueprint* variable.
.,…
Due to not being able to make a array of a custom class editable in the blueprint editor
i would love to hear a work around but i have chosen to use this
UPROPERTY(EditDefaultsOnly, Category = "Generation")
TArray<UBlueprint*> Modules;
(this is better because UClass* means you must select through every class where as this is all blueprints, not the best result but at this point i believe it is the best available option)
This kinda works, however it would be amazing to learn how to covert the type (where AModule is a custom class that the blueprint itself is derived from)
AModule* firstmod = Modules[0];
This would allow me to simply use
firstmod->Tags
And all the other functionality i need.
Additional notes and observations:
I am able to access it once it is spawned, example;
AModule* newmod;
const FRotator SpawnRotation = this->GetActorRotation();
const FVector SpawnLocation = GetActorLocation();
newmod = World->SpawnActor<AModule>(Modules[0]->GeneratedClass, SpawnLocation, SpawnRotation);
TArray<FName> tags = newmod->Tags;
i also did try casting it, but it returned NULL (Dont know what i expected)
Thanks for your time guys! i really do appreciate it!