The check macro doesn’t trigger anything. I can print the Log after the check.
If inside AFirstPlayer class I do something like this
class UStatistics* Stastistics;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
UFUNCTION(BlueprintCallable)
class UStatistics* GetStat() const
{
return Stastistics;
}
The blueprint works without problems. FYI I didn’t change how I’m initializing the Statistics variable, always with CreateDefaultSubobject function.
I can call all functions from the event graph of the blueprint without any problem. I really don’t understand why this is happening.