Blueprint Node: Create Object from Blueprint - Epic Wiki
# Blueprint Node: Create Object from Blueprint
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Approved for Versions:4.8
# Contents
# Overview
This snippet shows you how to make a custom blueprint node that instantiates an object from a blueprint (that extends Object). It was created with assistance from MonsOlympus.
Being able to instantiate an object class from Blueprints like this is useful as objects provide a nice way to store data without any having any of the overhead that actor classes create.
This snippet won't go into major detail, as you should read this tutorial first - It explains how to create your own custom nodes, and the features available (and what they do). - G-Rath (talk)
I have updated this tutorial to work for 4.8, as well as added a note about using 4.9. - joshcamas (talk)
# Note: Using 4.9+
In 4.9, Epic has added a blueprint node to do just this. It's called "Construct Object from class", and it's pretty useful. If your wanting to know how to create objects within c++, or interact c++ and blueprints, this tutorial is still useful: however if you want to create an object from blueprint, I advise you use the new built in blueprint function. Good luck!
# The Code
(Note that the "HyperPro.h" should be replaced with your project name) CPP file:
//Copyleft under the creative commons license //For details see http://creativecommons.org/licenses/by-sa/4.0/ #include "HyperPro.h" #include "CreateNewObject.h" UObject* UCreateNewObject::NewObjectFromBlueprint(UObject* WorldContextObject, UClass* UC) { UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject); UObject* tempObject = NewObject<UObject>(UC); return tempObject; }
Header file (.h):
//Copyleft under the creative commons license //For details see http://creativecommons.org/licenses/by-sa/4.0/ #pragma once #include "Kismet/BlueprintFunctionLibrary.h" #include "CreateNewObject.generated.h" UCLASS() class UCreateNewObject : public UBlueprintFunctionLibrary { GENERATED_BODY() UFUNCTION(BlueprintPure, meta = (HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject", DisplayName = "Create Object From Blueprint", CompactNodeTitle = "Create", Keywords = "new create blueprint"), Category = Game) static UObject* NewObjectFromBlueprint(UObject* WorldContextObject, UClass* UC); };
# Result in editor
Using a Blueprint extending object named "TestObject":
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