UComponent in custom UObject
Is it possible to have a USkeletalMeshComponent with UPROPERTY(EdtiAnywhere....) in a custom UObject class? This UObject class is created as BP inside the editor, because I want to set the default USkeletalMesh there.
And somewhere else this UObject with the default values is created with NewObject<>()..
for example in the Character class:
asked Nov 30 '15 at 10:28 AM in C++ Programming
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