fix: Make sure parent class of the created BP is the correct one #
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fix: Make sure parent class of the created BP is the correct one
- The fix for osx support introduced a regression here.
- Init with w/e the item parent class is (can be either an UGameplayAbility or a Template GameplayEffectDefinition). If we're dealing with Template GameplayEffectDefinition, make sure Parent class is set to UGameplayEffect.
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Setup test spec for GSCCreationMenu
- Checking
FGSCMenuItem::CreateBlueprintAction
is creating correct Blueprint, testing for one definition for now. Checks against asset data path, generated class, native parent class, blueprint path.
- Checking