[SOLVED]Making Blueprint of UGameInstanceSubsystem



UClass* Class = MySubsystem->GetClass();
UBlueprint* BP = Cast<UBlueprint>(Class->ClassGeneratedBy);


BP will be nullptr if it isn’t a blueprint.
But that doesn’t solve the problem, your native class should be marked with Abstract specifier.



UCLASS(Abstract)


That will prevent the C++ base class to be spawned by the SubsystemCollection{}.

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