Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Can anyone explain what is "Blueprint Generated Class"?

Hi, I'm new to UE4, and I'm programming using both C++ and Blueprint. But I don't know what is "Generated Class"? For example, if a have a TAssetSubclassOf<> in CSV row, I want to spawn the blueprint into world from the TAssetSubclassOf<>, I must add "_C" in CSV, so that spawn can succeed. If I remove "_C", the spawn failed. Even I know how to make a successfuly spawn, I'm still confused what it really implicitly mean inside the engine's gameplay framework. Now, I'm just assume: a blueprint in content browser is an asset, if I want to spawn this blueprint into world, I must know its "Generated Class"... There's nearly no document talking about this engine mechenism, would somebody make a clarify on this? Thanks a alot!

Product Version: Not Selected
more ▼

asked Jul 05 '17 at 03:49 AM in C++ Programming

avatar image

1 1 2 2

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hey! Im not engine developer, but... Blueprint Generated Class means its a high level class made by Engine for blueprint scripting and other things :) Fully functional as runtime class, can have parent c++ class and all c++ variables, fuctions which are exposed to blueprint will be available in generated class by Epics reflection system.

In short when you right click in content and select new blueprint class the select parent class, actually you generate a new "generated blueprint class".

You are confused a little bit, because you using bad pointer! If you want spawn any blueprint class (no matter in c++ or in BP) use TSubClassOf SpawnClass; in c++ Expose this to bp (mark with uproperty editanywhere, blueprintreadwrite) and you can setup which bp class you want spawn. Of course you can use constructobjecthelper to load/find class or runtime methods too, but in BP you can set this in no time.

Short example: You have an actor class which you want spawn from gamemode.

In c++ you declare that spawnclass variable, then you make a blueprint from that gamemode, open set actor class, now you are ready for call SpawnActor code in c++. As input for SpawnActor just add Spawnclass and you are done :)

Engine will spawn Blueprint Class to your world with all of your blueprint and c++ variables amd functions

more ▼

answered Jul 06 '17 at 09:54 AM

avatar image

1.5k 15 9 33

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question