Hi,I am a programmer trying to grasp UnrealEngine ecosystem.Frankly,being myself engine developer I still have not really understood how the interaction between different objects in a level should be done (via C++).One of the things I need to achieve is to have some global Settings objects which would probably be populated from GUI (in blueprints).I think this object should be a singleton so that it can be easily accessible by any objects in the C++ project.How is it done?Let’s say I create a set of GUI widgets using Unreal’s experimental GUI framework.How do I set properties of my GlobalSettings Singleton which resides in the C++ project?Do I have to expose this object as blue print?
Thanks.
UPDATE:
As I got no answer I would like to outline the problem again:
I need to have a global object with all sort of settings which could be accessed by C++ objects as well as by the bluerpints during the gameplay.The setup of those settings will be done a the start of the game via GUI.If I create such a GlobalSettings with Blueprints my C++ code won’t access it.And if I create it in C++,then I don’t know how I expose it to the blueprints so that it would be the same instance for both sides?As far as I understand,if GlobalSettings is C++ class then to expose it in Blueprints I extend it so it becomes a subclass instance,but what I need is to share the same instance in blueprints and in the C++.
Thanks.