Blueprint Parented UObject - No Construction Script?

Is there a “good” reason why Blueprints that parent the UObject class have no default Construction script? Do I really have to create a proxy object to parent from Blueprints using a BlueprintPure method just to have a Construction script?

UCLASS(Abstract, Blueprintable)
class UProxyObject : public UObject
{
	GENERATED_BODY()
public:
	UFUNCTION(BlueprintImplementableEvent, Category="WhereIsMyConstructionScript")
	void OnConstruction();

	// Called from the Blueprint that wants their construction script to execute
	// Reason for this is to get an execution pin
	UFUNCTION(BlueprintPure, Category="WhereIsMyConstructionScript")
	static bool CallOnConstruction(UProxyObject* Obj)
	{
		Obj->OnConstruction();
		return true;
	}
};

I’m not very proficient in Blueprints, so I’m hoping I’m just missing something as this is not very practical… Anyone that can help me? Maybe I need to change a variable to get UObject construction in Blueprints?

I still haven’t found anything about this issue… Anyone able to shed some light on this?

Is there a standard way to get a Blueprint that inherits from UObject to be constructed? The Blueprint needs a execution pin to set delegates, variables, etc, which is done easily through a construction script which doesn’t exist for Blueprints that inherit from UObject…

Anyone know how to get a default construction script for Blueprints that parent UObjects?

Construction Script exist to set up actor to envraiment when it’s moved in editor, so actor is more dynamic, it’s only piece of blueprint that runs in editor (in C++ you got a lot more options for editor code for actor). UObjects blueprintsas currently they are can’t be spawned in editor (only runtime) so they don’t need construction script, all they need is start up event… thing is i can’t find any myself, BeginPlay is only startup event in blueprint i know and it’s Actor only as it tied to component system :stuck_out_tongue: I guess it’s missing feature, you need to keep in mind object are spawnable since recently so it still develops.

For now it seems you can solve this C++ there really no issue with that (thats point of C++ access so you can go ferther then Epic did) , in blueprint oyu can simply call start function after creating it. If you want help, you can add such event yourself and do pull request (it’s worth a try and you can get credit in UE4 and badge :slight_smile: or submit feature request (because it really not a bug) in to feedback forum.

Yeah, I’ll try to go that route of a feature request if I can’t implement it myself. Thanks.