As I delve into the GAS (Gameplay Ability System) components, I’ve come across a feature in GE (Gameplay Effect) where the Components variable configuration allows setting up auto-instantiating object classes. Once set, their variables can be configured via dropdown menus.
Through extensive research, I found that these auto-instantiating classes must be created using C++, and the variables need to be references, which cannot be implemented in Blueprints. Although I’m not familiar with C++, I attempted to develop my own plugin using AI that successfully compiles. However, it consistently fails during packaging, and despite leveraging AI, my personal coding limitations have left this issue unresolved, costing me a lot of time.
#pragma once
#include "CoreMinimal.h"
#include "Engine/AssetUserData.h"
#include "DefaultToInstancedObject.generated.h"
UCLASS(DefaultToInstanced, abstract, editinlinenew, BlueprintType, Blueprintable)
class INSTANCEDOBJECT_API UDefaultToInstancedObject : public UAssetUserData
{
GENERATED_BODY()
};
USTRUCT(BlueprintType)
struct INSTANCEDOBJECT_API FInstancedObjectData
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Instanced)
class UDefaultToInstancedObject* Data;
};
I sincerely wish Epic would develop a plugin that allows the creation of auto-instantiating object classes directly within Blueprints, with the ability to reference them. This feature is something I desperately need and have been unable to find on the market. I am quite frustrated by this limitation.
I’d appreciate any guidance or support from the community or the Epic team on this matter.
Thank you very much!
(The above is from Google Translate)