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Creating class variable

How to get that done in code?

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asked Oct 23 '14 at 03:55 PM in C++ Programming

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3 answers: sort voted first

I realize this is an older post, but what you're looking for is, I believe, TSubclassOf. So to declare your array in code, it would look like:

 TArray<TSubclassOf<AActor>> UnitsToCreate;

(assuming your array is an array of actor classes. If not, replace AActor with whatever)

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answered Jul 10 '15 at 08:33 PM

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avatar image cmann Apr 07 '16 at 08:46 PM

Thanks, this should be marked is the correct answer.

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Hey Illusive_S-

In the header file for your class (the .h file) you want to add a declaration of the variable. As an example, the declaration of "bool bCanRun" defines a boolean variable named "bCanRun". Then in the source code file (the .cpp) you can set a value to the variable such as "bCanRun = true;".


Doug Wilson

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answered Oct 23 '14 at 04:11 PM

avatar image Illusive_S Oct 23 '14 at 04:17 PM

Perhaps i should elaborate
I meant how to create a variable that can hold a class not an object, or in that case an array of those. I know how to make blue thingies, no idea how to do violet thingies.

avatar image Doug E ♦♦ STAFF Oct 23 '14 at 05:09 PM

If you create a class, you can then make a variable that is of that class type. For instance, if you create a class called Time that has variables for hours, minutes, and seconds; you can then create a variable of type Time and assign that variable the necessary hours, minutes, and seconds.

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Hello, sorry for bumping up that old thread. But can you explain this a little more? What exactly is the code for a Class Variable? And how do I make it public to blueprint. As the author of this thread, I want to create something like a static variable in C++. (So the violet variables in BP).

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answered Aug 24 '16 at 09:32 PM

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avatar image Pearticle Aug 24 '16 at 10:01 PM

will give you the class of MyClass.


will declare an array of MyType.



will declare an array of the class of AActor.

If you want to expose a variable to the editor, you will have to use the macros. An example can be found here

If you just want to use the values in actual blueprint scripting, I think you can just use them without doing anything else (it has been a while though, so I might be wrong on this).

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