Static objects is C++ feature, there is no way it can’t be supported. Some pieces of custom libraries may not work with static objects though, reflection for instance.
I’m not sure if static UPROPERTY would work actually, i have not tried it.
Inside of my library, I’ve created a helper function that wraps up the spawning of certain actors, calls a function on the actors and (hopefully) adds those actors to an array. I was hoping to have that array exist in the library (and therefore be static) such that I can access the array from other places.
Oh wow that’s awesome, I will do a wiki on this soon as I set it up on my end
Michael has this feature been removed? I can't find it in BaseEngine.ini, or in Project Settings->Engine->General
I do see it in the source code for Engine.h, but the fact that it is absent from the Project Settings menu makes me wonder if it is being phased out somehow?
Nvm it was hidden under "advanced" properties, God I wish that thing did not exist, and I wish there was a way to always see all properties.
In particular the answer that I posted to my own question. I’ve tested this stuff in the editor and it all works fine. It also seems to correspond to how the word “static” is used in general C++. However, having just come across this convo, I’m wondering if my solution is going to fail after cooking or something. Is the static keyword different in UE4 than in general C++?