I want to use epic’s SignificanceManager plugin in my project
// At the top .. In the Engine/Plugin code
UCLASS(config=Engine, defaultconfig)
class SIGNIFICANCEMANAGER_API USignificanceManager : public UObject
{
GENERATED_BODY()
//
// Later...
//
private:
// Game specific significance class to instantiate
UPROPERTY(globalconfig, noclear, EditAnywhere, Category=DefaultClasses, meta=(MetaClass="SignificanceManager", DisplayName="Significance Manager Class"))
FSoftClassPath SignificanceManagerClassName;
Then in my code I could do this
// Inside an AActor function
if (GetWorld())
{
// Works
USignificanceManager* SM = USignificanceManager::Get(GetWorld());
// Does not work, because classname is wrong
UMySignificanceManager* MySM = USignificanceManager::Get<UMySignificanceManager>(GetWorld());
}
How do I override “FSoftClassPath SignificanceManagerClassName” variable to point to my own subclass of SignificanceManager? This is a private variable, so maybe set in DefaultEngine.ini? but how?