You can’t select a blueprint class from your content browser as an object or soft object reference, since it’s not really instantiated yet. A blueprint is a class, not an object of a class. Blueprints do have a default object, which is created when the editor is launched, but that is only used for internal purposes, and generally should not be referenced or modified during gameplay. So when you have an object or soft object pointer variable, you need to populate it with an actual object in the world basically.
The correct approach should be using a class reference and constructing a new object of the ability at runtime.
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