#Using UPROPERTY()
I recommend making your font asset ptr a UPROPERTY and then blueprinting the class where you store this ptr
then you can change it any time and you dont have asset paths hard coded.
/** Main Font! */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=VictoryHUD)
UFont* VictoryFont;
put this in the .h of a CPP class and then blueprint that class in the Editor, and make sure you are using the Blueprinted version
Easiest thing would be blueprinting a Player Controller class or HUD or Game Mode
I have wiki tutorial on that here:
Rama