# What is the right syntax of FClassFinder and how could I generaly use it to find a specific blueprint?

**URL:** <https://forums.unrealengine.com/t/what-is-the-right-syntax-of-fclassfinder-and-how-could-i-generaly-use-it-to-find-a-specific-blueprint/363884>\
**Category:** Blueprint\
**Tags:** UClass, unreal-engine, Scripting, UE4, CPP, Blueprint, question\
**Created:** [July 13, 2016, 1:38pm UTC](https://forums.unrealengine.com/t/what-is-the-right-syntax-of-fclassfinder-and-how-could-i-generaly-use-it-to-find-a-specific-blueprint/363884 "2016-07-13T13:38:08Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![anonymous\_user\_fb472bd0](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_fb472bd0](https://forums.unrealengine.com/u/anonymous_user_fb472bd0)\
**Post date:** [July 13, 2016, 1:38pm UTC](https://forums.unrealengine.com/t/what-is-the-right-syntax-of-fclassfinder-and-how-could-i-generaly-use-it-to-find-a-specific-blueprint/363884/1 "2016-07-13T13:38:08Z")

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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.

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**Author:** ![anonymous\_user\_61b4a355](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_61b4a355](https://forums.unrealengine.com/u/anonymous_user_61b4a355)\
**Post date:** [July 13, 2016, 1:52pm UTC](https://forums.unrealengine.com/t/what-is-the-right-syntax-of-fclassfinder-and-how-could-i-generaly-use-it-to-find-a-specific-blueprint/363884/2 "2016-07-13T13:52:40Z")

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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”));

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**Author:** ![anonymous\_user\_fb472bd0](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_fb472bd0](https://forums.unrealengine.com/u/anonymous_user_fb472bd0)\
**Post date:** [July 13, 2016, 2:39pm UTC](https://forums.unrealengine.com/t/what-is-the-right-syntax-of-fclassfinder-and-how-could-i-generaly-use-it-to-find-a-specific-blueprint/363884/3 "2016-07-13T14:39:05Z")

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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.
