Different values for different blueprint instances
I wanted to use ONE blueprint to display different HUD's based on where it is in my game. I make a blueprint, use it to create as many instances I need and now I want each instance to have a different value that I can change so that I dont have to create a new blueprint everytime(the actions other than the HUD is the same). So, I want something similar to the UPROPERTY(EditAnywhere) part of the C++ code in BP. Is this possible?
Edit: Figured out how to do it, so ignore question
Well you could just place some initiation codei n BeginPlay thta it will set valuesp roperly according to player HUD is attached to
answered Oct 22 '17 at 07:03 PM
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