Is there some general idea how to manage pointers that are passed between C++ code and blueprints?
For example lets take a spawn actor method. We spawn some UObject that has its blueprint. SpawnActor function returns a pointer to that Actor and then we return this pointer for use in blueprints. How do you manage it further? If I didn’t use method returning pointer to blueprint I could use smart pointers or some unreal engine pointers but blueprints doesn’t support it. What now? How to manage pointers like these?