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Setting DefaultSubObject in Blueprint (Components)

If I add a component property to my actor and in the constructor initialize it with CreateDefaultSubobject, is there a way to set the class of that object in the actor blueprint?

It seems like it would be a natural thing to be able to do, with the right property settings its even possible to get a small listbox in the component view of the actor, but its not possible to select anything other than "None".

My motivation is that i have my own component (in C++) that i want on my actor. But i would really like to have a blueprint class derived from it and then be used by the actor, so that the data in that component is separated from the actor. The alternative seems to simply add the component into the actor blueprint and then fetch it in C++, but its not as elegant and you are forced to come up with two different names for the variables holding the reference in Blueprint / C++.

Product Version: UE 4.10
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asked Dec 08 '15 at 12:56 PM in C++ Programming

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