Hello,
I have a BlueprintCallable
cpp function that needs to have world context to be able to run and since GetWorld()
functions are not static I can not use them.
I searched through the question and found out that I can send the world from the blueprint node to my BlueprintCallable
function by adding meta = (WorldContext = "WorldContextObject")
however, when I checked the unreal engine documentation, there was something written, about meta being only usable inside of the editor, and I’m thinking, that means, if I use this line in my code, when I build the game, it’s not going to work. but, still, so many people recommending this line to get the world in blueprint without mentioning anything about it not being able to run in the build version.
my questions are:
- Do you know if that’s going to work
in the build version or not? - have you tried that?
- If It doesn’t work in build version,
is there any other way to get the
world in blueprint node and send it
to the BlueprintCallable functions? - if not, do you know how to get world
inside of a static cpp function?
Thanks for reading my question,
Best regards