I am writing an Actor class in C++.
I have created a blueprint class that derives from this Actor class.
I want to be able to reference some other blueprint class from within my Actor blueprint (so I can spawn it through code), but when I create a UProperty it only seems to be letting me select from Actors that are in the currently opened map.
I want a reference to a non-scene object.
Example code:
class AMyActorClass : public AActor
{
UPROPERTY(EditAnywhere)
AActor* ReferencedActor;
}
In the above example, When I go to edit the blueprint class and try to assign some other blueprint to ReferencedActor, I am unable to select anything other than Actors in the currently loaded map.