Hi, so I seem to be having an issue with setting UObjects as UPropertys, I listed two experiments here as they are related and I assume I am making the same mistake both times. The only part I have gotten to work properly is using TSubclass as a property, then creating the object from there. So I have listed below the experiments I did:
The variable is set up in the AGameMode subclass using the following code:
UPROPERTY(EditAnywhere)
class USquadHub* SquadHub;
The USquadHub clas is declared as:
UCLASS(Blueprintable, BlueprintType, DefaultToInstanced, EditInlineNew)
class TMO_API USquadHub : public UObject
From reading the class specifiers page, I thought DefaultToInstanced and EditInlineNew would create an instance of the object if I assigned the USquadHub class to the SquadHub variable. I can assign the variable:
However as soon as the blueprint compiles the value is lost and reverts back to this
The other thing is creating an instance of the squadhub in the constructor of the object which maintains the pointer to the squad hub object. I assumed this would set a default squadhub object. So in the constructor for the gamemode:
ATMOGameMode::ATMOGameMode()
{
SquadHub = NewObject<USquadHub>();
}
The DefaultToInstanced and EditInlineNew UClass modifiers were dropped:
UCLASS(Blueprintable, BlueprintType)
class TMO_API USquadHub : public UObject
So same issue again, straight after the compile of the C++ code
However again after the compile
So I am assuming the cause of this is the same issue, any help on this would be greatly appreciated.
Thanks so much for any help