Anyone know of a way to access a Blueprint component from a C++ PlayerController?
I have a Blueprint with a Pawn as the parent.
Would like to access the motion controller component in that blueprint from PlayerController.cpp.
Seems like I should be able to:
auto MotionControllerLocation = GetControlledPawn()->GetController()->GetActorLocation();
but that doesn’t work…
Do I need to create a C++ class for my pawn and have that as the parent to my Blueprint?
Thanks for any insight …