I asked my question here but I just realized it might be an XY problem: the design is probably flawed in the first place. What would be the proper way of having a C++ stateful class be initialized and used throughout the game via blueprints? I’ve been using UBlueprintFunctionLibrary-derived classes but these are probably just for collection of functions (often meant to be static), not for stateful modules if I understand correctly.
Yeah, BlueprintFunctionLibrarys are not instantiated as instances, they are just static objects. You could store a static variable there, but that’s not much use.
What is the end goal you’re trying to achieve? You probably just want to use a generic UObject, or an ActorComponent etc.