So I’ve made the structure of my character’s equipment slots, but I can’t find a way to make the variables use an actor from the Content Browser and not the level itself. Does anyone know how to fix this?
USTRUCT(BlueprintType)
struct FEquipment_Slots
{
GENERATED_BODY()
// Accessories
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Accessories")
ANecklaceAccessory* NecklaceAccessory;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Accessories")
ARingAccessory* RingAccessory1;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Accessories")
ARingAccessory* RingAccessory2;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Accessories")
ATrinketAccessory* TrinketAccessory1;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Accessories")
ATrinketAccessory* TrinketAccessory2;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Accessories")
ARelicAccessory* RelicAccessory;
// Armor
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
AHelmetArmor* HelmetArmor; // Hittable Armor
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
AShoulderArmor* ShoulderArmor; // Hittable Armor
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
ACloakArmor* CloakArmor;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
AChestArmor* ChestArmor; //
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
AWristArmor* WristArmor;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
AHandArmor* HandArmor; //
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
AWaistArmor* WaistArmor;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
ALegsArmor* LegsArmor; //
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Armor")
AFootArmor* FootArmor;
// Weapons
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapons")
AWeapon* Weapon_MH;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapons")
AOffHandAccessory* OffHand_OH;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapons")
AShieldArmor* Shield_OH;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapons")
AWeaponMelee* Weapon_OH;
};