I am programming a plugin that reads my level from a file and it exists out of multiple nodes.
Because of that i have to make each function have a input and output where i can put that object/var/class with the variables in.
Now i know how to make a blueprint node output a standard type(vector, transform, int, string and such) but i want to create my own custom object/class/variable type of thing containing a few variables for later use.
Now these variable types arent standard unreal things but rapidxml(xml parser) specific variable types.
Now i need help on ow to put these in a class/variable type of thing and then output them as a single variable/pin/class thing in a blueprint node.
I have no idea on how to do this and i know that you understand what i mean.
Can anyone help me with this?(sorry if this is a really noob question)
You create a class that is a child of any UObject child class than Blueprints can hold a pointer to it and you can use it on Blueprint graph.
In that UObject class you created, you add UFunctions to get/set values you convert to/from your native parser thing.
If you want everything to be read always as a value or reference but no pointers, than you can make a UStruct wrapper instead of a custom UObject, but UStructs cannot declare UFunctions inside them because UFunctions are also UObjects themselves.
The thing is tht i do know the basic api functions for unreal engine, i only cant find anything about the custom class with custom variable types part.
Could you maybe link me to it?
If there were no optimizations in place then replicating a struct would cost as much as replicating a regular UObject subclass.
UStructs are designed to be value types because, in-between many other little reasons, everyone needs structs but the reflection systems needs everything to be UObjects whilst structs have to be forcefully lightweight specially for multiplayer games.