Using UClass or TSubclassOf, i note something in Unreal Editor that @ben has chosen Projectile_BP although projectile c++ has appeared in the list of UE, so !!
When should I choose C++ or BluePrint reference to AProjectile ?
Using UClass or TSubclassOf, i note something in Unreal Editor that @ben has chosen Projectile_BP although projectile c++ has appeared in the list of UE, so !!
When should I choose C++ or BluePrint reference to AProjectile ?
Without opening that lecture up, my intuition tells me that the only thing that should reference the Projectile’s c++ file is the Projectile’s Blueprint (in that it inherits from the c++ file). Everything else should either work directly with the Blueprint, or use TSubclassOf to get c++ functionality while still using an instance of the Blueprint object.
This is because some of the settings are set in Blueprint, and thus if you don’t actually use the blueprint, you might not have accurate settings.