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Procedurally generated editable Subobjects

Hello,

I am creating a game with a 3D Grid playfield. The Playfield is an object and leveldesigners can set the dimension of the playfield via the details panel. For each gridpoint a scene component gets added and to each scene component a set of components for each side (6 Sides). The sides have game relevant settings which i want to be editable via the details panel, however:

Native components are editable when declared as a UProperty in C++

This is how i create my components:

 tmpComponent = NewObject<UCV_CubeComponent>(this);
 tmpComponent->AttachTo(RootComponent);
 tmpComponent->RegisterComponent();

I can't find a way to make the components into UProperties afterwards. If anyone could point me in the right direction i would be very grateful.

Product Version: UE 4.8
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asked Aug 24 '15 at 10:52 AM in C++ Programming

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Baribal
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