I want to convert this so it takes a reference i map in the character BP so it spawns the child class i made for ease of use instead of the C++ version. Whats the simplest way i can do this? I’ve already mapped the variable in the header to the weapon class it then compiles but when i use the variable it reports as a null pointer?
UPROPERTY(EditAnyWhere, BluePrintReadWrite, Category = SaveSystem) TSubclassOf<class AWeapon_AmberPistol> WeaponPistol;
This version spawns the base C++ version of the gun which i dont want, since all the particle effects/sounds are mapped to the BP child version
AWeapon_AmberPistol* WeapontoSpawnPlayer = GetWorld()->SpawnActor<AWeapon_AmberPistol>(AWeapon_AmberPistol::StaticClass()); CreateWeapon(WeapontoSpawnPlayer, SlotNum);
How i got it to spawn with the BP template but it comes back as a null pointer and crashes the engine?
AWeapon_AmberPistol* WeapontoSpawnPlayer = GetWorld()->SpawnActor<AWeapon_AmberPistol>(WeaponPistol->GetClass());