Hello.
I have some base Blueprint Class, named Rocks_Nature and many of another Blueprints, that are childs of the Rocks_Nature.
I need to check items, to find, is some object is child of the Rocks_Nature Blueprint.
I plan to make something like
auto cls = StaticLoadObject(UObject::StaticClass(), nullptr, *assetDataObjectPath);
//----------------------------------------
//auto cls = StaticLoadObject(UObject::StaticClass(), nullptr, TEXT("Blueprint'/Game/GameObjects/Furniture/Tables/Wood_Table/forBuildMode/Wood_Table_Blueprint.Wood_Table_Blueprint'"));
if (!cls) {
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, TEXT("Failed to LOAD " + PathToActorBluePrint));
}
UBlueprint * bp = Cast<UBlueprint>(cls);
if (!bp) {
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, TEXT("Failed to CAST " + PathToActorBluePrint));
}
TSubclassOf<class UObject> MyItemBlueprint;
MyItemBlueprint = (UClass*)bp->GeneratedClass;
if (MyItemBlueprint->GetClass()->IsChildOf(Rocks_Nature::StaticClass())) {}
(that I found in How to check if an actor is from a certain class? - Programming & Scripting - Epic Developer Community Forums ), but I don’t know, how to pass here Rocks_Nature Blueprint, for something like Rocks_Nature::StaticClass()
.
How to use blueprint in C++?
Thank you very much!