[Newb] Exposing plugin variable to blueprint (Loading Screen Plugin)

Hello,

I have already given you the answer above, sbnewsom, for this problem:

Add this code to your ULoadingScreenSettings class:



UFUNCTION(BlueprintPure, Blueprincallable, Category = "Movie")
static ULoadingScreenSettings* GetInstance()
{
    return GetMutableDefault<ULoadingScreenSettings>();
}


In your blueprints, you can then call GetInstance as a pure node (the green ones without exec pins).

Do note, however, that you can also expose these settings to the Project settings window which is a much better workflow than using code to configure code (which you’d be doing). The approach would be the one I described above. If you’d like a hand on getting an implementation done, you can PM me.

Cheers,
Univise