I am working in a quest system which I am placing in my game instance class. However the code shown below does not allow me to select which blueprint asset I want to assign to it.
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Quest)
UQuestManager* QuestManager;
I was hoping that I could set all the defaults in the QuestManager_BP and then assign that blueprint here so that the variable QuestManager would have all the defaults of QuestManager_BP. How can I do this?
Thanks