Store pointer/reference to fundamental types

You mean primitives :stuck_out_tongue: Reflection system does not support pointer other then UObject (which can be only refrenced in pointers), and because of that blueprints and even UnrealScript since UE1 didn’t support pointers, main reason is most likely enforced memory management. But reflection system as well as blueprint support function argument references (float& MyArg), you could try that for some hacks.

In my blueprint class, I wish to have a variable which is a pointer to a float. It has come to my attention that blueprints in general do not seem to provide the option to store pointers to fundamental types. I personally consider that a shame, as pointers are immensely useful in a large number of situations. Am I missing something here or is there a quick workaround? For performance reasons I would like the workaround (if I have to use one) to be as simple as possible, that is: I can not make a helper class storing the variable and then take a reference to that class. Translating the entire blueprint to C++ is not practical, nor can I easily isolate the relevant parts and write those into C++. Thanks in advance for any solutions to this.

Blueprints really only allow UProperties (Properties | Unreal Engine Documentation) to be set. To define object management at a more granular level you’ll need to work in C++