Reputation: 3333
I had a blueprint with parent class Object
which I needed to reference from C++, so I needed to create a C++ class extending UObject
, defining some of its fields and methods in there and reparenting my blueprint to this new class. It took me ages trying to work out why I couldn't choose this new class as my parent class in the blueprint, until I accidentally fell over the solution in my IDE. Since I hadn't found this anywhere on the internet, I thought I'd post a Q&A style post here for anyone else with the same issue.
Upvotes: 1
Views: 3553
Reputation: 3333
Add Blueprintable
to the class's UCLASS
macro, like this:
UCLASS(BlueprintType, Blueprintable)
class MYPROJECT_API UMyClass : public UObject
The doc for this macro parameter reads:
Blueprintable (Unreal Engine reflection specifier) Exposes this class as an acceptable base class for creating Blueprints. The default is NotBlueprintable, unless inherited otherwise. This Specifier is inherited by subclasses.
Upvotes: 3