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Access None class inside Unreal

Hello, sorry if the question seems obvious, but I couldn't find it anywhere. If I define a class either without inheritance, or inherited from one of the many classes which don't appear in the "New c++ class" creation inside Unreal, how can I access if from inside the engine? it's detecting it for sure because it compiles it.

Product Version: UE 4.12
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asked Jul 07 '16 at 06:50 PM in C++ Programming

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I'm guessing you mean you want to access it within the Blueprint Editor. See the page on Class Declaration, and below are some specific tips:

  1. You should be inheriting, from UObject if nothing else, and use the UCLASS([specifier, specifier, ...]) macro on the line above your class declaration.

  2. If you want to declare variables in Blueprint to hold your object, use the BlueprintType specifier.

  3. If you want to subclass your class in Blueprint, use the Blueprintable specifier.

  4. Make sure to use `UPROPERTY` specifiers on your object's fields and `UFUNCTION` specifiers on any methods that you want to call from Blueprint.

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answered Jul 07 '16 at 07:12 PM

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Digi Labs Dan
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avatar image Danny95 Jul 08 '16 at 08:38 AM

Thank you very much!

avatar image Danny95 Jul 08 '16 at 08:43 AM

You should be able to UCLASS() every kind of class (U, A, T, F) right?

avatar image Digi Labs Dan Jul 08 '16 at 03:21 PM

It can be used on any type of class. The name prefix makes no difference.

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