How Can I create a blueprint of UGameInstanceSubsystem and make sure that only the blueprint one is initialized? Currently, on making the blueprint both are getting initialized.
Issue - I need to expose a Tmap for the game editor which the user will configure. I use this in my plugin.
UMySubSystemManager* MySubsystem = GetWorld()->GetGameInstance()->GetSubsystem<UMySubSystemManager>();
How can I ensure I use the child of this class i.e the blueprint and not the cpp.