What is the right syntax of FClassFinder and how could I generally use it to find a specific blueprint? I have read a ton of information and couldn’t find explanation of syntax or any useful reference. Preferably I would like to know how to find all child classes of an abstract C++ class( which themselves would be Blueprints ).
Example of usage I found ( And my guesses )
static ConstructorHelpers::FClassFinder VarIGetIt(TEXT("BlueprintIWantToFind'/Content/StaticMeshes/Meshes/Ship/BlueprintIWantToFind.BlueprintIWantToFind_C'"));
if (VarIGetIt.Class != NULL)
{
ClassIsHereNow = VarIGetIt.Class;
}
Thank you in advance.
P.S. Would be glad if someone would point me at a good source about UClass and general class management of classes in Unreal.
2 Likes
Hey AlexHonor,
An example of FClass finder can be found when you want to assign a Game Modes default classes types, such as:
AFPSCPPGameMode::AFPSCPPGameMode() : Super()
{
static ConstructorHelpers::FClassFinder<APawn> PawnClassAsset(TEXT("/Game/FirstPersonCPP/Blueprints/FirstPersonCharacter"));
if(PawnClassAsset.Succeeded( ))
{
DefaultPawnClass = PawnClassAsset.Class;
}
static ConstructorHelpers::FClassFinder<APlayerController> ControllerClassAsset( TEXT("/Game/FirstPersonCPP/Blueprints/FPSCPPController_BP") );
if (ControllerClassAsset.Succeeded( ))
{
PlayerControllerClass = ControllerClassAsset.Class;
}
HUDClass = AFPSCPPHUD::StaticClass();
}
To break it down further:
FClassFinder is going to give you a class back. The type of the class follows FClassFinder, such as:
static ConstructorHelpers::FClassFinder or static ConstructorHelpers::FClassFinder.
Then you need to declare a variable for the return, such as:
static ConstructorHelpers::FClassFinder PawnClassAsset
After that, you need to give the path to the asset, in the Content folder, such as:
static ConstructorHelpers::FClassFinder PawnClassAsset(TEXT(“/Game/FirstPersonCPP/Blueprints/FirstPersonCharacter”));
2 Likes
Finally, It works. Thank you for your answer. It is pretty much what I have wanted to hear, but an important note has to be made. If somebody is still interested. Search path that is provided is not a common search path, but a weird one starting with “/Game/” and further the path relative to Content folder itself. You can see it in a hint if you stick your mouse over a blueprint for a while.
1 Like