Typically, whenever I need to reference a blueprint in code, I’ll use the following code snippet in my constructor:
static ConstructorHelpers::FObjectFinder<UBlueprint> BlueprintItem(TEXT("Blueprint'/Game/Item/Item.Item'")); if(BlueprintItem.Object) Blueprint = (UClass*)BlueprintItem.Objec->GeneratedClass;
However, this is limited to the single blueprint. I currently have multiple blueprint instances of this class meaning that having a hardcoded single blueprint will not work. Is it possible to differentiate or potentially assign the BlueprintItem based off of the UStaticMeshComponent that it contains instead? My initial thoughts were to pass it and FString of the concatenated blueprint name in the constructor, but it won’t take strings.