Same w/ SkillManager, the GameMode.h has the following declaration…
public:
// The SkillManager that manages the application of skill mods/effects/combat/etc. (Should only be 1)
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "SkillManager")
ASkillManager *SkillManager;
PlayerController
void ASkillUserPlayerController::BeginPlay() {
ASkillManager *sm = ()->SpawnActor<ASkillManager>(FVector(0.0f), FRotator(0.0f));
AMyGameMode *gm = Cast<AMyGameMode>(()->GetAuthGameMode());
gm->SkillManager = sm;
}
This, however, doesn’t result in the SkillManager “exists” print statement triggering. What does is spawning one via Blueprints in the playercontroller beginplay event and assigning it to the var.