# \#pointer

**URL:** https://forums.unrealengine.com/tag/pointer/1621.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

---

## [How to Expose TObjectPtr Functions to Blueprints?](https://forums.unrealengine.com/t/how-to-expose-tobjectptr-functions-to-blueprints/2675732)

<div class="topic-metadata">

**Author:** [@Doctor\_Kannon](https://forums.unrealengine.com/u/Doctor_Kannon)\
**Replies:** 0\
**Last updated:** [November 17, 2025, 3:39am UTC](https://forums.unrealengine.com/t/how-to-expose-tobjectptr-functions-to-blueprints/2675732 "2025-11-17T03:39:59Z")

</div>

I’m trying to expose the InputTriggers ChordAction through set/get functions. To do this I need to cast the TObjectPtr to a regular pointer (and vice-versa). InputTriggers.h Class: UInputTrigger (line 409) public: //…

---

## [Storing reference of delegate in pointer](https://forums.unrealengine.com/t/storing-reference-of-delegate-in-pointer/2670110)

<div class="topic-metadata">

**Author:** [@mrm\_dev](https://forums.unrealengine.com/u/mrm_dev)\
**Replies:** 5\
**Last updated:** [October 31, 2025, 10:26am UTC](https://forums.unrealengine.com/t/storing-reference-of-delegate-in-pointer/2670110 "2025-10-31T10:26:45Z")

</div>

I have multiple different classes which need to perform the same complex operation So to keep my code dry, I’m using a manager object which requires a delegate for the complex operation Here’s a simplified example: DE…

---

## [Weird behavior when accessing other class' data](https://forums.unrealengine.com/t/weird-behavior-when-accessing-other-class-data/2626313)

<div class="topic-metadata">

**Author:** [@McBlyadCykovich](https://forums.unrealengine.com/u/McBlyadCykovich)\
**Replies:** 3\
**Last updated:** [August 1, 2025, 4:40pm UTC](https://forums.unrealengine.com/t/weird-behavior-when-accessing-other-class-data/2626313 "2025-08-01T16:40:16Z")

</div>

I am not sure if anyone has experience the same problem but I hope someone did because it drives me crazy. I have ASimpleCharacter which holds: UPROPERTY() UBehavior\* Behavior; I initialize it in BeginPlay() by: B…

---

## [Unreal Engine 4.2 to 5.4 VR Pointer Blueprint Not Working.](https://forums.unrealengine.com/t/unreal-engine-4-2-to-5-4-vr-pointer-blueprint-not-working/2143199)

<div class="topic-metadata">

**Author:** [@hariskhan065](https://forums.unrealengine.com/u/hariskhan065)\
**Replies:** 0\
**Last updated:** [November 22, 2024, 12:13pm UTC](https://forums.unrealengine.com/t/unreal-engine-4-2-to-5-4-vr-pointer-blueprint-not-working/2143199 "2024-11-22T12:13:44Z")

</div>

Hi, I am trying to copy the UE4 VR pointer Blueprint to UE5, but the pointer is not showing. I’ve linked a UE4 video for demonstration of what I want to achieve. I am also attaching my UE5 Blueprint image, which I copied…

---

## [Some Soft Pointer Asset Invalid](https://forums.unrealengine.com/t/some-soft-pointer-asset-invalid/2093488)

<div class="topic-metadata">

**Author:** [@ImAGoodSpoon1](https://forums.unrealengine.com/u/ImAGoodSpoon1)\
**Replies:** 2\
**Last updated:** [October 31, 2024, 3:43am UTC](https://forums.unrealengine.com/t/some-soft-pointer-asset-invalid/2093488 "2024-10-31T03:43:59Z")

</div>

Hello there, I have a problem where my Soft Pointer is invalid. However, this isn’t happening to all of the assets. There are some assets that invalid if I check the validity of the Soft Pointer: if (!WeaponTrailTemplat…

---

## [Help with C++ structure pointers and blueprints](https://forums.unrealengine.com/t/help-with-c-structure-pointers-and-blueprints/1307888)

<div class="topic-metadata">

**Author:** [@bennur\_1206](https://forums.unrealengine.com/u/bennur_1206)\
**Replies:** 3\
**Last updated:** [September 23, 2023, 2:36am UTC](https://forums.unrealengine.com/t/help-with-c-structure-pointers-and-blueprints/1307888 "2023-09-23T02:36:04Z")

</div>

I have a structure as: USTRUCT(BlueprintType) struct Fattribute\_data { float value = 0.0f; float minimum\_value = 1.0f; float maximum\_value = 1.0f; } I wish to create many such struct variables in a bl…

---

## [TEnumAsByte requires reference](https://forums.unrealengine.com/t/tenumasbyte-requires-reference/491685)

<div class="topic-metadata">

**Author:** [@Nonecares](https://forums.unrealengine.com/u/Nonecares)\
**Replies:** 1\
**Last updated:** [December 7, 2021, 5:44pm UTC](https://forums.unrealengine.com/t/tenumasbyte-requires-reference/491685 "2021-12-07T17:44:39Z")

</div>

I’m trying to create a TMap with an EPhysicalSurface key in the header file, issue is it obviously needs to be a reference, and “TEnumAsByte” returns a compile error saying: “Missing ‘\>’ in TEnumAsByte” I’ve tried to “#…

---

## [How do I rotate an object on it's axis in play mode?](https://forums.unrealengine.com/t/how-do-i-rotate-an-object-on-its-axis-in-play-mode/468220)

<div class="topic-metadata">

**Author:** [@2CKool4U](https://forums.unrealengine.com/u/2CKool4U)\
**Replies:** 2\
**Last updated:** [May 4, 2023, 4:53pm UTC](https://forums.unrealengine.com/t/how-do-i-rotate-an-object-on-its-axis-in-play-mode/468220 "2023-05-04T16:53:58Z")

</div>

I have been using the collab viewer template and I want to add the ability to rotate an object on its axis. There is already a transform command that has move, reset, and reset all. I want to be able to rotate the object…

---

## [Reducing code bloat of pointer / IsValid checks?](https://forums.unrealengine.com/t/reducing-code-bloat-of-pointer-isvalid-checks/805707)

<div class="topic-metadata">

**Author:** [@Roy\_Wierer.Seda145](https://forums.unrealengine.com/u/Roy_Wierer.Seda145)\
**Replies:** 0\
**Last updated:** [March 23, 2023, 3:43am UTC](https://forums.unrealengine.com/t/reducing-code-bloat-of-pointer-isvalid-checks/805707 "2023-03-23T03:43:35Z")

</div>

I mostly separate the UI design proces from the programming by binding optional widgets from the blueprint designer to a pointer in c++. If you are not familiar with such pointer property, it looks like this: UPROPERTY(…

---

## [Losing const qualifier through soft pointer? Hacky?](https://forums.unrealengine.com/t/losing-const-qualifier-through-soft-pointer-hacky/779114)

<div class="topic-metadata">

**Author:** [@Roy\_Wierer.Seda145](https://forums.unrealengine.com/u/Roy_Wierer.Seda145)\
**Replies:** 4\
**Last updated:** [February 27, 2023, 11:55pm UTC](https://forums.unrealengine.com/t/losing-const-qualifier-through-soft-pointer-hacky/779114 "2023-02-27T23:55:58Z")

</div>

In a specific situation where I need to access a loaded asset, I could only retrieve a const pointer. Casting away const on a variable and then modifying that variable results in undefined behavior: const\_cast conversion…

---

## [When to use TSharedPtr over normal object initialization](https://forums.unrealengine.com/t/when-to-use-tsharedptr-over-normal-object-initialization/775521)

<div class="topic-metadata">

**Author:** [@Melvin\_Brink](https://forums.unrealengine.com/u/Melvin_Brink)\
**Replies:** 2\
**Last updated:** [February 22, 2023, 10:25am UTC](https://forums.unrealengine.com/t/when-to-use-tsharedptr-over-normal-object-initialization/775521 "2023-02-22T10:25:32Z")

</div>

So i am working with the Online-Subsystem. We need to create an object of the class ‘FOnlineSessionSettings’ which will be used for the session settings. The way this object is initialised is by creating a TSharedPtr. T…

---

## [How to copy an Array saved as TUniquePtr?](https://forums.unrealengine.com/t/how-to-copy-an-array-saved-as-tuniqueptr/729825)

<div class="topic-metadata">

**Author:** [@Schrello](https://forums.unrealengine.com/u/Schrello)\
**Replies:** 0\
**Last updated:** [December 16, 2022, 1:41pm UTC](https://forums.unrealengine.com/t/how-to-copy-an-array-saved-as-tuniqueptr/729825 "2022-12-16T13:41:43Z")

</div>

Hey, I am using TUniquePtr\<uint8\[\]\> PixelBuffer; to store pixel data of a texture as an array. Like iUltimateLP does it in his code. The creation and drawing of the texture is working so far. (as shown in the picture b…

---

## [TWeakObjectPtr is "STALE" when assigned valid Actor](https://forums.unrealengine.com/t/tweakobjectptr-is-stale-when-assigned-valid-actor/438620)

<div class="topic-metadata">

**Author:** [@undercover](https://forums.unrealengine.com/u/undercover)\
**Replies:** 6\
**Last updated:** [April 3, 2022, 5:56am UTC](https://forums.unrealengine.com/t/tweakobjectptr-is-stale-when-assigned-valid-actor/438620 "2022-04-03T05:56:24Z")

</div>

Hi! After upgrading to 4.21 from 4.19 I have a problem with TWeakObjectPtr being stale directly after assigned a valid actor? bool bIsValidLowLevel = actor\_placed\_in\_editor-\>IsValidLowLevel(); TWeakObjectPtr\<AActor\> …

---

## [Reusing UE4 Actor\* replication mechanism in custom struct or class?](https://forums.unrealengine.com/t/reusing-ue4-actor-replication-mechanism-in-custom-struct-or-class/478809)

<div class="topic-metadata">

**Author:** [@LooFiiK](https://forums.unrealengine.com/u/LooFiiK)\
**Replies:** 1\
**Last updated:** [November 11, 2021, 1:46am UTC](https://forums.unrealengine.com/t/reusing-ue4-actor-replication-mechanism-in-custom-struct-or-class/478809 "2021-11-11T01:46:37Z")

</div>

Hello, I would like to ask if anybody knows how UE4 handles replication of Actor\*. I want to try to implement my own replication of Actor from a custom struct.\* For example. Suppose I have Actor A and Actor B and bo…

---

## [How to switch pointer value between parent and child?](https://forums.unrealengine.com/t/how-to-switch-pointer-value-between-parent-and-child/490587)

<div class="topic-metadata">

**Author:** [@NuclearLuca117](https://forums.unrealengine.com/u/NuclearLuca117)\
**Replies:** 3\
**Last updated:** [November 8, 2021, 9:21pm UTC](https://forums.unrealengine.com/t/how-to-switch-pointer-value-between-parent-and-child/490587 "2021-11-08T21:21:53Z")

</div>

Hello! I have a function that switches between stances (Earth, Wind, Fire etc). To implement this I have a switch function that swaps the pointer value of ‘CurrentStance’ to the new stance. Here I state the parent/child …

---

## [VR - use the WidgetInteraction laser pointer with a mesh](https://forums.unrealengine.com/t/vr-use-the-widgetinteraction-laser-pointer-with-a-mesh/487977)

<div class="topic-metadata">

**Author:** [@Asfan3D](https://forums.unrealengine.com/u/Asfan3D)\
**Replies:** 5\
**Last updated:** [August 25, 2021, 2:06pm UTC](https://forums.unrealengine.com/t/vr-use-the-widgetinteraction-laser-pointer-with-a-mesh/487977 "2021-08-25T14:06:34Z")

</div>

Hi, I’m new to UE4, but not to game development. I’m working on a VR project, just starting. I want to have a laser pointer to be used to “click” on objects (triggers, meshes, etc.) I found the WidgetInteraction and ha…

---

## [Store a list of function](https://forums.unrealengine.com/t/store-a-list-of-function/487176)

<div class="topic-metadata">

**Author:** [@LightCanadian](https://forums.unrealengine.com/u/LightCanadian)\
**Replies:** 3\
**Last updated:** [August 9, 2021, 12:16am UTC](https://forums.unrealengine.com/t/store-a-list-of-function/487176 "2021-08-09T00:16:35Z")

</div>

I am trying to create a parser that can call functions. I would like to store specific functions that can then be iterated through and call. To store my function, I created this class, however, I crash when I tried to a…

---

## [Validity checks on pointers not working](https://forums.unrealengine.com/t/validity-checks-on-pointers-not-working/485244)

<div class="topic-metadata">

**Author:** [@cazeoj](https://forums.unrealengine.com/u/cazeoj)\
**Replies:** 3\
**Last updated:** [June 24, 2021, 2:25am UTC](https://forums.unrealengine.com/t/validity-checks-on-pointers-not-working/485244 "2021-06-24T02:25:09Z")

</div>

So basically, I’ve been having trouble with nullptrs in positions where I really shouldn’t be getting errors. This happens in two places; basically I check to see if the pointer is valid, then I reference it. Almost rand…

---

## [How to pass a struct around as a reference?](https://forums.unrealengine.com/t/how-to-pass-a-struct-around-as-a-reference/485191)

<div class="topic-metadata">

**Author:** [@somawheels](https://forums.unrealengine.com/u/somawheels)\
**Replies:** 0\
**Last updated:** [June 21, 2021, 10:57pm UTC](https://forums.unrealengine.com/t/how-to-pass-a-struct-around-as-a-reference/485191 "2021-06-21T22:57:34Z")

</div>

This is my situation: On thread 1, I make a new struct. On thread 2, I modify the values inside the struct. In thread 1, i want to check if thread 2 has changed the values in the struct. How would i do this? I feel l…

---

## [Can't access function in another class C++](https://forums.unrealengine.com/t/cant-access-function-in-another-class-c/483169)

<div class="topic-metadata">

**Author:** [@h0pperh0pper](https://forums.unrealengine.com/u/h0pperh0pper)\
**Replies:** 5\
**Last updated:** [May 10, 2021, 12:34pm UTC](https://forums.unrealengine.com/t/cant-access-function-in-another-class-c/483169 "2021-05-10T12:34:53Z")

</div>

Chances are that Sentinal is not owning Shrouded, reason why your GetOwner() doesn’t return what you expect. If I understand correctly a Sentinal is what you’re trying to hit; try to cast Hit.Actor instead. Hope that h…

---

## [Possible to make TArray point to existing allocated memory without copying?](https://forums.unrealengine.com/t/possible-to-make-tarray-point-to-existing-allocated-memory-without-copying/481522)

<div class="topic-metadata">

**Author:** [@k\_a\_s\_s\_k\_a\_s\_s](https://forums.unrealengine.com/u/k_a_s_s_k_a_s_s)\
**Replies:** 3\
**Last updated:** [April 8, 2021, 12:02pm UTC](https://forums.unrealengine.com/t/possible-to-make-tarray-point-to-existing-allocated-memory-without-copying/481522 "2021-04-08T12:02:44Z")

</div>

Dear Unreal Engine community! Is it possible to make a TArray point to existing memory instead of allocating new memory? For example, if there already exists some C-style array (i.e. uint8\* SomeArray), and I know the n…

---

## [Default Widget Reference Value in Parent Widget Resets on Compile](https://forums.unrealengine.com/t/default-widget-reference-value-in-parent-widget-resets-on-compile/472113)

<div class="topic-metadata">

**Author:** [@Josterd](https://forums.unrealengine.com/u/Josterd)\
**Replies:** 4\
**Last updated:** [November 11, 2020, 9:32am UTC](https://forums.unrealengine.com/t/default-widget-reference-value-in-parent-widget-resets-on-compile/472113 "2020-11-11T09:32:13Z")

</div>

Made a C++ class deriving from UUserWidget Added an “EditAnywhere” variable, being a pointer to another widget. I can set the default value of this through the Details panel to be one of the child elements, but as soon…

---

## [new SHeaderRow::Column gets overriden each time and points to the same memory address](https://forums.unrealengine.com/t/new-sheaderrow-column-gets-overriden-each-time-and-points-to-the-same-memory-address/468362)

<div class="topic-metadata">

**Author:** [@SevenOperation](https://forums.unrealengine.com/u/SevenOperation)\
**Replies:** 1\
**Last updated:** [July 29, 2020, 3:59pm UTC](https://forums.unrealengine.com/t/new-sheaderrow-column-gets-overriden-each-time-and-points-to-the-same-memory-address/468362 "2020-07-29T15:59:55Z")

</div>

I am trying to get a header row into my displayed table list but somehow the column pointer stays the same every time so that it displays the last column for everything since all point to that location in memory what am …

---

## [Pointer issues UDecalComponent](https://forums.unrealengine.com/t/pointer-issues-udecalcomponent/465703)

<div class="topic-metadata">

**Author:** [@BEnSon1101](https://forums.unrealengine.com/u/BEnSon1101)\
**Replies:** 1\
**Last updated:** [May 24, 2020, 11:16am UTC](https://forums.unrealengine.com/t/pointer-issues-udecalcomponent/465703 "2020-05-24T11:16:46Z")

</div>

UDecalComponent\* DC; DC.FadeScreenSize = 1; FVector BulletHoleSize = FVector(3.5f, 7.f, 7.f); DC = UGameplayStatics::SpawnDecalAtLocation(GetWorld(), BulletHoleDecal, BulletHoleSize, HitResult.ImpactPoint, HitResu…

---

## [Failing to copy/paste a TArray UPROPERTY?](https://forums.unrealengine.com/t/failing-to-copy-paste-a-tarray-uproperty/464727)

<div class="topic-metadata">

**Author:** [@Scylardor4242](https://forums.unrealengine.com/u/Scylardor4242)\
**Replies:** 0\
**Last updated:** [May 6, 2020, 2:00am UTC](https://forums.unrealengine.com/t/failing-to-copy-paste-a-tarray-uproperty/464727 "2020-05-06T02:00:01Z")

</div>

Hi, I’m having an issue with a TArray property. I was inspired by the AI Perception Component to create a configuration property for my actors that would be an array of pointers to a UObject base class. In the editor, …

---

## [Async Task crashes due to Acces violation](https://forums.unrealengine.com/t/async-task-crashes-due-to-acces-violation/462564)

<div class="topic-metadata">

**Author:** [@LordStuff](https://forums.unrealengine.com/u/LordStuff)\
**Replies:** 0\
**Last updated:** [March 18, 2020, 2:02am UTC](https://forums.unrealengine.com/t/async-task-crashes-due-to-acces-violation/462564 "2020-03-18T02:02:55Z")

</div>

Hi there! I followed this tutorial here: A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums And made Tasks that receive a Pointer to a HierarchicalInstancedStaticMeshComponent and a Point…

---

## [Double Pointer - how to work with Arrays?](https://forums.unrealengine.com/t/double-pointer-how-to-work-with-arrays/459464)

<div class="topic-metadata">

**Author:** [@UnrealVerseGuru](https://forums.unrealengine.com/u/UnrealVerseGuru)\
**Replies:** 2\
**Last updated:** [December 13, 2019, 7:58am UTC](https://forums.unrealengine.com/t/double-pointer-how-to-work-with-arrays/459464 "2019-12-13T07:58:36Z")

</div>

Hello, trying to call Array.GetData() return in this situation \*\* (double pointer) FLinearColor UQAUserWidget::GetFirstButtonOriginalColor(TArray\<class UButton\*\> Array) { if (Array.Num() == 0) { UButton\*\* Button …

---

## [Making GetActorLocation() into a pointer](https://forums.unrealengine.com/t/making-getactorlocation-into-a-pointer/457994)

<div class="topic-metadata">

**Author:** [@Endersky1](https://forums.unrealengine.com/u/Endersky1)\
**Replies:** 2\
**Last updated:** [November 4, 2019, 2:26pm UTC](https://forums.unrealengine.com/t/making-getactorlocation-into-a-pointer/457994 "2019-11-04T14:26:27Z")

</div>

This is a really simple issue probably and I’m probably just really dumb but I’m trying to use the PlayerWorldCameraShake function and I need to pass it an epicenter, I try to pass it my character’s location so I use Get…

---

## [Trying to make indefinite camera shake stop looping](https://forums.unrealengine.com/t/trying-to-make-indefinite-camera-shake-stop-looping/457675)

<div class="topic-metadata">

**Author:** [@Endersky1](https://forums.unrealengine.com/u/Endersky1)\
**Replies:** 1\
**Last updated:** [October 31, 2019, 3:16pm UTC](https://forums.unrealengine.com/t/trying-to-make-indefinite-camera-shake-stop-looping/457675 "2019-10-31T15:16:28Z")

</div>

I made a cam shake for my sprint so that if it is sprinting it’ll play indefinitely until the movement is lessened. I have tried to figure this out but I have no idea, I made my camera shake a tsubclassof and I need a po…

---

## [How to call a function from another c++ class](https://forums.unrealengine.com/t/how-to-call-a-function-from-another-c-class/435707)

<div class="topic-metadata">

**Author:** [@Brandon236](https://forums.unrealengine.com/u/Brandon236)\
**Replies:** 9\
**Last updated:** [October 16, 2019, 4:55pm UTC](https://forums.unrealengine.com/t/how-to-call-a-function-from-another-c-class/435707 "2019-10-16T16:55:00Z")

</div>

I haven’t seen alot of tutorials on how to do this. If I have a function in an actor c++ class, how do I call that function from another c++ class? Let’s say I have two actors called MyActor and MyOtherActor. In my heade…

[Next page](https://forums.unrealengine.com/tag/pointer/1621.md?match_all_tags=true&page=1&tags%5B%5D=pointer)
