// .h
UFUNCTION(BlueprintCallable, Category=“ResLib”)
static void TestFunc();
//.cpp
void UResBPLib::TestFunc() // <—NOTE: no any param
{
//How can I get GameInstance??
}
thx
// .h
UFUNCTION(BlueprintCallable, Category=“ResLib”)
static void TestFunc();
//.cpp
void UResBPLib::TestFunc() // <—NOTE: no any param
{
//How can I get GameInstance??
}
thx
if (GEngine->GetWorld() != nullptr && GEngine->GetWorld()->GetGameInstance() != nullptr)
{
gameInstance = Cast<UClientGameInstance>(GEngine->GetWorld()->GetGameInstance());
}
Quick google.
After failing to run the code above I’ve found another way of getting the GameInstance
UClientGameInstance* gameInstance = static_cast<UClientGameInstance*>(GEngine->GameViewport->GetWorld()->GetGameInstance());