reference blueprint_C?

in the tutorials they tell you to make a variable and then put the variable type as your blueprint to reference it and it should look like blueprint_C but there are no _C on any of them why is that is this a bug or did they remove the feature because i would rather use that then do my current ( get all actors of class, cast to, then event thank you for your time hope you can answer my question thank you

they removed the _C suffix, but you can still make variables of an “object reference”, also known as an “object pointer” in C++, by using any variable type with a light blue icon. all of them should be found under the “object reference” drop down list when choosing the variable type.

so lets say you have a custom HUD blueprint called MyHUD, and you wanted your custom player controller to hold a reference to it, so you don’t have to cast it all the time to improve access speed. you could make an object reference of type MyHUD called “MyHUDRefThing”, then inside the player controller, on EventBeginPlay, you can getHUD(), cast to MyHUD, then use that to setMyHUDRefThing.

now instead of casting from GetHUD all the time, you can just use the MyHUDRefThing variable as a shortcut. instead of copying and storing the whole object’s data, a reference variable (c++ pointer) stores a memory address, which is basically a small string that looks something like:
0x9FFF0AC3

copying these addresses around is very cheap compared to copying whole objects.

thanks for the replay i think they should remove it from the documentation and tutorials to let people know and the new way to do it again thank you for the info