I’m not sure this will work but nothing ventured and all that.
I have AI characters who have needs with a widget that shows progress bars for each need. I’ve set up C++ functions to return the percentages of each need to the widget can be updated accordingly.
What I’m wondering is if there is any way, using a passed in FString to get the relevant variable in my C++ code so that I can just pass in a Literal Name and have one function rather than have a function for each need.
I know I can do it with a bunch of if statements (ie if (NeedToCheck == “FoodNeed”)) but I’m trying to avoid a bunch of if statements or separate functions if such a thing is possible.
I don’t understand question, what do oyu mean “passed in FString to get the relevant variable”, you mean passing FString to get property which you can read?
My AI has needs (hunger, thirst, fun etc.) and instead of having a function for every need, I want the AI Widget to pass in an FString matching the variable name which the C++ will then return the relevant need for.