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.
so the basic concept is that Blueprints build on top of C++ code. This also means that C++ Does not know anything about blueprints. To work around that you normally have to declare a function in C++ and implement it in Blueprints.
Regarding your questing: I am not sure if you can create a Blueprint from a Subsystem. But what you could do, is make a setter function which will actively set the TMap in your MySubsystem. And this could be everywhere, like an Actor in the level who will do this on begin play.
Thanks For the direction but on making abstract C++, sometimes the blueprint of this is also not spawning. But after double-clicking and opening blueprint it starts working : (