I feel like I’m missing something.
I want to define a number of “spells.”
Each “spell” has some common values: name, mana cost, cooldown time, etc.
Each spell also has a class for the actor it creates when it is “cast” by a character.
These spells are not, by themselves, actors. However, spells have some behavior, such as “what are necessary configuration properties” (target area, target actor, etc) as well as the “actually cast spell” function that instantiates the configured actor.
I also want to create multiple “player classes”. (This is different from the general blueprint class system.)
My player controller would assign one of these player classes.
Each player class has a list of spells it can use.
I would like to define the spells as individual “things” in the content browser, that I can then assign to an array of “things” in the “player class” object.
(The blueprint class of the spells, is simply my “SpellBase” blueprint)
However, I can’t figure out how to create instances of blueprint objects and put them in the content browser; I can only instantiate them as actors in the world, or as components on another actor.
What am I missing?