I just create variable in C++, it’s easy:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Crafting")
UDataTable* CraftingDataTable;
After that you can use it in blueprints just like you would use a blueprint variable.
I just create variable in C++, it’s easy:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Crafting")
UDataTable* CraftingDataTable;
After that you can use it in blueprints just like you would use a blueprint variable.