I created a C++ class which extends UObject called MRPG_BaseAbility. I have another class with a TArray of MRPG_BaseAbility and a get accessor to grab the array. In blueprint, I’m creating a function for my HUD to grab the TArray of MRPG_BaseAbility and populate user widgets with information about each ability.
My function has no problem getting the TArray, looping through the elements, and allowing me to access each individual MRPG_BaseAbility (So my blueprint knows of my class in some way). I want to pass each individual MRPG_BaseAbility to a function in my user widgets to populate the information I need. For some reason I cannot use MRPG_BaseAbility as an input to my function. My other C++ classes which extend things like Actor or player controller or character etc can be used with no issues. Why would MRPG_BaseAbility not be showing up? Do I need to have it extend something like Actor even if I don’t plan to spawn it into the world?
MRPG_BaseAbility Class: