There are so many ways to setup your pointer.
You can either get your actor instantiated through code that you can either instantiate using a custom AActor class that you have created, or you can get a reference to one of your actor assets by using the normal UPROPERTY(EditAnywhere) AActor* ActorAsset
.
If you already have it in a level, drag and the current actor class to the level you want and select your script. From there, you can use the drop-down menu to point to the actor you have in your level.
If that actor exists as a ChildActorComponent
in a blueprint class and you want to setup your pointer in a blueprint class, you can also use the blueprint nodes to setup your pointer by adding BlueprintReadWrite
to your BackAndForthActor
's UPROPERTY
. Then you can use the Set BackAndForthActor
node to setup your actor.
As I said, there are many ways to do this. See which you’d like to use.