sweet!, i made the pure BP actor parent c++class actor and made BP functions into blueprintnativeevent. now i can get a reference of it in C++.
Thanks!
There’s probably several ways you can do that, but indeed you will have limited access to any custom functions and members from C++. You could always cache a reference to your Blueprint object somewhere easily accessible, like a gamemode for example. The type of that cached pointer would need to be something very generic, like AActor or UActorComponent or UObject. Some default UE type basically, so your C++ can read it. But indeed you would need some sort of interface or parenting to some other custom-made native C++ class for additional functionality