Cence  
                
                  
                    April 15, 2014,  6:31pm
                   
                  1 
               
             
            
              Similar to how texture pointers are set up, would this code work to create a pointer to a blueprint? (In this case, “CrosshairTex” is a pointer to a UTexture2D.)
static ConstructorHelpers::FObjectFinder CrosshiarTexObj(TEXT(“/Game/Textures/Crosshair2”));
CrosshairTex = CrosshiarTexObj.Object;
             
            
              
            
           
          
            
            
              I would imagine something like this would do it:
ConstructorHelpersFObjectFinder<UBlueprint> BlueprintObj(TEXT("Blueprint'/Game/Blueprints/SomeBlueprint.SomeBlueprint'");
UBlueprint* blueprint
if(BlueprintObj.Succeeded())
     blueprint = BlueprintObj.Object
You can get the reference text to your blueprint by right clicking on the blueprint in the Content Browser and then clicking ‘Copy Reference’
             
            
              
            
           
          
            
              
                Kochab  
              
                  
                    May 25, 2014,  9:27am
                   
                  3 
               
             
            
              You need a :: between ConstructorHelpers and FObjectFinder.
 ConstructorHelpers::FObjectFinder<UBlueprint>    BlueprintObj(TEXT("Blueprint'/Game/Path/SomeBlueprint.SomeBlueprint'"));
 UBlueprint* blueprint;
 if (BlueprintObj.Succeeded()) {
      blueprint = BlueprintObj.Object;
 }