I have a blueprintable class defined in C++ like this
UCLASS( Blueprintable, BlueprintType )
class MYGAME_API UEquipableItem : public UObject
{
GENERATED_BODY()
public:
UEquipableItem();
UPROPERTY( EditAnywhere, BlueprintReadWrite, DisplayName = "Item Mesh" )
UStaticMesh* _pMesh;
}
In UE5 editor I then create a blueprint, parent it to UEquipableItem and set the mesh variable.
Now I want to access this in C++ via FObjectFinder.
What is the correct syntax for using FObjectFinder here?
I have tried variations of this but no success
static ConstructorHelpers::FObjectFinder<UEquipableItem> ItemSwordContainer( TEXT( "EquipableItem'/Game/Game/Inventory_Items/Sword.Sword'" ) );
check( ItemSwordContainer.Succeeded() );