12/7/2023 0 Comments Blue print classes![]() Defining the class variables and functions you need to access there instead. If you don’t have access to C++ or do not feel comfortable working with it to implement a native C++ solution, you can instead create a BP_PlayerController_Base. Additionally, BP_ControllerBuddy still has full control over the values of that data if exposed to the blueprint layer. BP_ControllerBuddy can then access the data via “Cast to AMyPlayerController” instead, which is perfectly safe and no hard reference is created. To avoid this, you can create a AMyPlayerController native C++ class that defines the required data, then inherit from that native class with your BP_PlayerController. this will create an undesirable hard reference. You have a BP_PlayerController that you’d like to access from BP_ControllerBuddy via a “Cast to BP_PlayerController” node with the intent of accessing some data stored on the BP_PlayerController. ![]() C++ members can be exposed to the blueprint layer where they are potentially implemented, overriden, modified or accessed. This removes any risk of creating hard references through casting as other classes can safely cast to the native class. Thus, define member variables and functions natively in C++ as opposed to the blueprint layer. Native C++ definitionsĬasting to a native C++ class does not incur a hard reference and is perfectly safe. It is however perfectly safe to cast to native classes such as a regular APawn, AActor, APlayerController UTexture2D etc, or one of your own natively defined classes AMyPlayerController. By casting to uassets such as blueprints, you create hard references to them. Here are a few solutions you can deploy when you are dealing with hard references: CastingĬasting is one of the main causes of hard references and tangled dependencies in a project. How you approach removing hard references depends heavily upon the context of what the hard reference is being caused by, and why it might be necessary in the first place. Use the Size Map and Reference Viewer tools to help you identify and debug high dependencies, slow load times, and high memory usage. Letting hard references fester in a project is likely to cause technical debt and challenges further down the line, as systems will have to be refactored to solve the underlying problems and dependencies between assets. To access this, right-click on any asset and select Size Map. Further to this, it’s usually a good sign that something is wrong with how a system or systems have been architected or implemented.Īll assets have a Size Map view showing all hard references, their summed data footprint on disk, and other useful information. This will come at the cost of reducing productivity for everyone on the team. When reference trees start to get this unwieldy, the amount of data required to load a single asset will begin severely impacting editor load times, blueprint compile times and packaged load times. Without keeping references in mind throughout the project life cycle, it will quickly get to a point where most assets have a Reference Viewer that looks something like this, with hundreds or even thousands of asset references for a single blueprint, in the case below a PlayerController. Hard references create a dependency where if asset A is loaded, anything it depends on is also loaded, and then assets those assets depend on are also loaded, and again, and again until everything required for the original asset is loaded into memory. ![]()
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